Development Cycle Archive

Thread: Version 0.122312 May 10, 2005 Discussion Thread

Hurricane0
Tue May 10, 2005 8:48 am
#53


Tiggs wrote:


"As a reminder, the respec period lasts for 3 weeks from your first respec."


Am i the only one that sees this as strange? This statement leads me to believe that all respec cateogries (combat, Jedi and non-combat) all get a 3 week respec period? last i heard it was 2 weeks (which should end for me tomorrow) - have we all been given and extra week or just non-combats?


i guess the other possiblity is that this was a typo on Tiggs' part...


the other strange thing is that for combat types, it was supposed to be 2 weeks from your first post-CU login? i admit i don't pay as much attention to these forums as i should be, but did i miss some key posting on this?


anyone know?


-Stormy

Message Edited by Hurricane0 on 05-10-2005 08:51 AM



For in-game contact, PM any of my toons, Tyress, Hurricane or Stormii - Thanks
DeQuosaek
Tue May 10, 2005 8:53 am
#54

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?






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

MrWizzard
Tue May 10, 2005 9:02 am
#55



Noghrilover wrote:


JokitoRoyo wrote:


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...


QFE ^3


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.




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?



00000000000000000000000000000000000
00000000000000000000000000000000000Liashyk
00000000000000000000000000000000000GTC Leader
00000000000000000000000000000000000Pidon
00000000000000000000000000000000000Droid Engineer
00000000000000000000000000000000000Vendors in Fort Krayt, Tatooine (5924, 4363)
00000000000000000000000000000000000

_ You feel an inner glow, Teh Troll is with you


Zeranthos
Tue May 10, 2005 9:02 am
#56


Thunderheart wrote:
May 10th, 2005
Version 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.





Wi'ihr Seh'ran
Dark Jedi Elder
[cccg][ggggggggggggggggggg)
Lapo
Tue May 10, 2005 9:14 am
#57






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.







I'm not sure what you are trying to say. If I do a Bacta Infusion, then my Bacta Shot, and then my Bacta Jab. It still doesn't change the fact my BactaJab does 175-250 healing and my Bacta Shot does 750-800 healing. If you mean I get an extra 200 healing from my Bacta Jab from the stack, that still is no good. Whats there to stack other than on the bacta infusion? My bacta shot has been done, nothing more comes from it, then I do my Bacta Jab for a mere 200 more healing. Hell I'd wait the extra 2 secs to do my Bacta shot again. The bacta jab skill is useless, not sure why its even there if this is the healing we get from it. Please explain what you mean by stacking? I have tried several different combinations of these 3 skills and the bacta jab still does 175-250 healing. Just useless, IMO!
Cyberon
Tue May 10, 2005 9:16 am
#58



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.



"Could you please repeat that? You want a what? A Buff? Yes i am a Master Doctor, but you want me to apply a buff, are you sure?" - Serf being surprised that someone wanted a buff.
"Now follow my directions: Follow me, then..... hey what are you doing stop, stop *UGLY BLASTER SOUND* dammit i told you to follow me, not to run into that room with that large turret" - Serf to eager guildmate in the warren.
"Why are you looking at me?, im not here, really im not, this rifle is just a fake, i promise" - Serf to angry Ancient Krayt Dragon.
"Muhahaha im indestructable" *BOOM* - Serf realising that his trainer TIE might not be able to take on tier 2 enemies.
majorslappy
Tue May 10, 2005 9:17 am
#59

Ok, and when does the elemental damage actually work and hit the creature/opponent?




--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
Starcloud
Tue May 10, 2005 9:18 am
#60

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.


EnigmaBSc
Tue May 10, 2005 9:20 am
#61


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:
  1. Pre-CURB crafting system:
    Resource DR is 55 / 1000 = 5.5%

  2. Post-CURB, Pre-Version 0.122312 system:
    Resource DR is (55 - 40) / (60 - 40) = 75%

  3. Post-Version 0.122312 system:
    Resource DR is 55 / 60 = 91.7%


EnigmaBSc
Lomier
Tue May 10, 2005 9:24 am
#62


Smooth move SOE. With no communication of any kind on the subject of crafters and entertainers being able to respec, many including myself went ahead and dropped their crafting and entertainerprofessions and started working on earning combat XP (especially in light of the double XP week) to pick up some combat skills since this is what the new SWG is now all about. Now, out of the blue, you offer crafters and entertainers the ability to respec? This is utter and completeincompetence as well as a lack of concern or regard for your paying customers. You guys over at SOE just don't get it do you. *sigh*
Catman-Does
Tue May 10, 2005 9:24 am
#63

Removed Jedi PvE experience penalty on death. Experience penalty for Bounty deaths still exists.
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*





>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
Dark Jedi Imperial Colonel Droid Engineer & Shipwright
>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
"So instead of sticking to the thing that our players really love,
we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman

Psychopyro80
Tue May 10, 2005 9:24 am
#64

TH, you all gonna at least update TC to this?

Message Edited by Psychopyro80 on 05-10-2005 09:25 AM



Igie–Jedi Virak–Commando
Igies–Bounty Hunter Satik–Entertainer
Awwik–Structures Isho–Domestics
Omaro–Engineer Eixoa–Munitions
The Galactic Senate-Test Center
"I feel like I'm Han Solo, and you're Chewie, and she's Ben Kenobi, and we're in that f***** up bar."
Catman-Does
Tue May 10, 2005 9:28 am
#65

Oh we REALLY need to be able to respec FS skills!!!! Please adjust the system so we can!!





>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
Dark Jedi Imperial Colonel Droid Engineer & Shipwright
>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
"So instead of sticking to the thing that our players really love,
we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman

Page 5 of 12