Development Cycle Archive
Thread: Version 0.122312 May 10, 2005 Discussion Thread
Message Edited by Hurricane0 on 05-10-2005 08:51 AM
Thunderheart, These all look like good changes, but can we get any word on widening the range of viable mobs to hunt for XP? It's disappointing that we have such a narrow range of things to hunt for XP. If you are a mid level character you can pretty much only find mobs of your level from a mission terminal and it restricts game play to a simple task of getting two missions from a terminal and doing those missions and then repeating. Most random spawnsare just obstacles and irritations because even the ones that are maybe 10 levels below and take a while to kill (especially in a pack) give no XP. Maybe you could look into widening that range a bit so that we have more choices when playing?
Then there's the problem of creatures a few levels above your character hitting for a lot more than normal because of an unnatural damage modifier based on nothing more than a difference in levels. If this were reduced alot or even completely eliminated I believe the system would still work. Higher level mobs should do more damage to everyone and lower level characters will have less health and will be able to do less damage to the higher level creatures, so even without the huge damage multiplier, they shouldn't last too long against higher level creatures. Plus you could reduce the XP bonus on the same scale as you reduce the XP penalty the other direction since creatures a few levels higher wouldn't be insanely difficult.
The level system as it stands is very restrictive and you've said that the team is looking into adjusting it. I hope it happens sooner rather than later.
Also, as a little side note... the particle effect that happens when something is knocked down seems a little silly since we can visually see it fall down and don't need the very distracting rings of varying sizes that dance around the body of the mob for the next several seconds. And why does it last so long? As far as I can tell it only indicates that something has been knocked down and not that it has any state effect applied to it, yet it plays for upwards of 7 seconds or more. Is that really necessary?
Noghrilover wrote:
Yeah, same here. I just want to make sure they know it is affecting a lot of people. I would really like my X-Wing hologram.
JokitoRoyo wrote:
QFE ^3
Envoy3113 wrote:
Zade_Taerin wrote:
Gaffacas wrote:
Thunderheart wrote:Quests
- Kint Szam will give the Kkorrwrot badge to players who speak to him and have already finished the Kkorrwrot hunt.
- The Clone Relic quest for the Clone Trooper armor will now give out the Hologram X-wing reward correctly when you do the Rebel path.
- Clone Trooper Armor Quest: You will now receive the full set of the Clone Trooper armor when finishing this quest, even if your inventory is full.
- "Befriend the Wookiee" quest is now repeatable if failed. If player fails the quest, just talk to Boshaz to restart the quest.
- Fixed an issue with unpacking ARC-170 deeds.
- Added bio-linking to some of the weapon quest rewards.
- Corrected range for Soulstinger, Heartbreaker, and Necrosis weapons.
Will the guys who already did this Rebel Quest to get the Clone Trooper armor, get the Hologram X-wing too? and if so HOW?
QFE
Yes, please... I'm interested in hearing if we can get the X-wing holo post-patch. I'm very interested in acquiring it.
QFE X-2 I have also already completed this quest, TH any word on us being able to get the X-wing holo??? Wouldn't exactly be fair because we have already completed a quest with a bugged reward...
This is an issue, but I'm curious how you didnt think that players would want these retroactively? Just to check I already went back to Leia and she gives me nothing else, since I saw people had gone back to Mort already. So please tell us, what our compensation is for beta testing in live?
Thunderheart wrote:May 10th, 2005Version 0.122312
Profession: Jedi
- Removed Jedi PvE experience penalty on death. Experience penalty for Bounty deaths still exists.
Please clarify. Does this mean we will not suffer XP penalty when cloning anymore? Because there has never been a penalty just from being slain by a creature.
MsNiL wrote:
Jedi-of-the-Hills wrote:
I have to agree. Doctor Bacta Jab does about 1/3 the healing amount of the basic medic ability.
There is understandable confusion regarding the Bacta Jab skill.
This skill is not a replacement for Bacta Shot, but an addition to.
You are meant to stack Bacta Infusion, Bacta Shot and Bacta Jab for optimal performance.
Try it.
wyrwulf wrote:TH, you wanted more people to wear faction armor to make the game feel more like Star Wars, but you changed the resource requirements for armor and added the Bio-linking to faction armor, well there is a few more people running around in faction armor but not that many, the average cost on my server is 2 mil, not much for some but alot for others, this did not make faction armor easier to get than before.Please reconsider the resource requirements on armor and the faction point cost and make it easier to get especially for newer players.And now you add Bio-linking for new weapons, why.
So first you have to spent money on a normal, armor to go take missions to gain faction points to biolink your faction armor. Which should work out nicely since your armor falls apart after around 50-60 skirmishes. Then you can Bio Link your faction armor and have it fall apart after a few missions.
I have never had armor degrade so fast before, im on my 2 body, 3 helmet all that in 1 week.
Ok, and when does the elemental damage actually work and hit the creature/opponent?
Thunderheart, in the Announcement Tiggs posted about non-combat characters being eligible for Skill Respec, she said that the Respec time is three weeks from the first time you respec.
It used to be two weeks.
Did this change? If so, please confirm it ASAP. If not, please correct it ASAP.
Jeramiah wrote:Crafting
- Crafting weapons will now grant the appropriate General or Weapon Crafting XP.
- Fixed the way resources are evaluated when used in crafting. Under the old system, a resource's final value for an attribute was the position its rating had between the minimum and maximum possible attribute value for any resource that could go into that slot. Now, it is only relative to the maximum. This will generally improve the value of all resources, especially high-end resources which have high minimum values, especially when used in slots that have very strict requirements. So, for example, assume Frobozium steel has a toughness range from 750-850, and also assume that this steel is being used in a slot which specifically requires Frobozium steel. Under the old system, a particular frobozium steel with a toughness of 800 was considered 50% tough. Under the new system, it will be 94% tough (800 / 850). This change is now also reflected in the visual toolbar.
The problem with the listed change above is that you have now made those resources that have a low range really really bad. Like titanium aluminum. The CD on this is never above 400, and the DR is always like 40-60. Before if the range was 40-60 and you had 55, you were in the 75% area. now you are in the 5% area. SO this does work well for high end resources, it KILLS the ones that have low end caps.
No it doesn't. Here's a breakdown of how resources count under the three crafting systems, assuming a resource with DR caps 40-60 and DR of 55 as you said:
- Pre-CURB crafting system:
Resource DR is 55 / 1000 = 5.5% - Post-CURB, Pre-Version 0.122312 system:
Resource DR is (55 - 40) / (60 - 40) = 75% - Post-Version 0.122312 system:
Resource DR is 55 / 60 = 91.7%
EnigmaBSc
Thank you this somewhat makes life less miserable now
My Alt is suffering badly from the CU and ROTW - hes a Droid Engineer and Shipwright. No one buys droid bombs anymore because they're bugged and utterly useless (they do no damage). And as a Shipwright he can't make much as most of it all requires space resources - although I've had JTL since it came out none of my characters are levelled in Pilot Skills. Bit of a stab in the face for the shipwrights who don't want to fly, no one is selling the resources either. Why weren't asteroid resources made to be normal resources? Seems rather convoluted for nothing
Still I remain optimistic solution to all our woes will be found soon
*reaches for bottle of whiskey*
Message Edited by Psychopyro80 on 05-10-2005 09:25 AM