Development Cycle Archive

Thread: Publish 7 Update for the FWG5, Scatter Pistol, and Launcher Pistol

hemispherezz
Tue Mar 09, 2004 7:49 am
#53

Thats not right everybody including myself destroyed the crates because we were told they were useless



Can we get them back some how???





flakmagnet / haanoverfist

Master Munitions / Master UnderWorld Smuggler

Scylla

Offer any Auctions Won to my vendor -99 -5908 south of Coronet, Corellia. Killing Weapons Vendor.
2 Shops one in Socoro, Corellia -99 -5908 and Bartertown, Tattoine -1819 -4852
PadiOne
Tue Mar 09, 2004 7:50 am
#54






Marcalus wrote:

Bunch of drama queens...


"Oh my! My guns might only do 250 points of damage instead of 300! How will I ever survive? Every crafter and combat character will quit over this outrage!"


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.


If these changes are causing that much heartache, get out. Seriously. Leave. There's still plenty of people playing who can roll with the attempt to make the game better.







Yes!!! ROFLMAO!!!


I wish I was a Dev, then I could make all the whiners squeel like a pig.




____________________________________________

PadreBook
Tue Mar 09, 2004 8:17 am
#55



Thunderheart wrote:
I have a quick update for the FWG5, Scatter Pistol, and Rocket Launcher crates. These itemswill befixed(you can remove them from crates) when we release publish 7. For anyone with the old "pre-nerf" versions of these pistols with two power supplies, they will use the single power supply schematic when you pull them out of the crate.





Good to know that SOE can always be relied on to lay down the nerf on us. And why? Well I blame Chrysalia, JustG, Greenmarine, Q3PO and of course the Devs' foil, Thunderheart. Way to go, Dev team, now what little credibility that TH had left is shot and well I think you might get the picture of where yours is at also. Now, for your next trick, we get to have all multi-line crafting nerfed. Yeah having large numbers of Armorsmiths and Weaponsmiths quitting before the Space expansion will help the desirablity of your product right?

Padre
CharPrime
Tue Mar 09, 2004 8:22 am
#56






Marcalus wrote:


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.






overpower?


They were player crafted. no special loot drops, nothing, just the skill of the smith and the resources. which was the way it was suppose to be right? look at guns now, standard stuff are low price, it takes a special loot drop to improve weapons, which must be camp.

now no more pernerf guns, its too powerful. OK!!!! you don't need that extra 30 damage just go rifleman and use AOE attacks to do 20k damage.




Vendor location kor vella -2931 1721.
Drop of vendor location kor vella -2897 1698

RIS quest and set completed on 6-12-04,

PadreBook
Tue Mar 09, 2004 8:30 am
#57

If you guys would like to fix something useful maybe you could spend some time working on the shifting stats on armor and the armor hole both of which date from the first day of live!

Padre
Marcalus
Tue Mar 09, 2004 8:50 am
#58






CharPrime wrote:





Marcalus wrote:


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.






overpower?


They were player crafted. no special loot drops, nothing, just the skill of the smith and the resources. which was the way it was suppose to be right? look at guns now, standard stuff are low price, it takes a special loot drop to improve weapons, which must be camp.

now no more pernerf guns, its too powerful. OK!!!! you don't need that extra 30 damage just go rifleman and use AOE attacks to do 20k damage.








The AoE bug needs to be fixed. Not arguing that.


But if this update and the crafting changes are really enough to make you quit...I have to question how much fun you were having in the first place. Seriously.




Marc
Gribble the Wookiee on Intrepid
Creature Handler/Bio Engineer/Brawler/Shipwright
Citizen of Pompeii, in the stinging winds of Lok
Entered the village on September 28th, 2004...the adventure continues....
Joslo
Tue Mar 09, 2004 8:56 am
#59



Shilak wrote:
Almost every profession in the game at the moment is too powerful, there will be more adjustments, get used to it.




That's hilarious. You're not serious, right?

The stealth way the Devs are doing this is disgusting. I'd go so far as to say it's dishonest.



Joslo Kesunn - Famous Smuggler Board Troll
Master Rifleman, Master Fencer, TKA 4/0/0/4
http://intrepid.galaxyforums.com/
nojediiam
Tue Mar 09, 2004 9:00 am
#60






Marcalus wrote:





CharPrime wrote:





Marcalus wrote:


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.






overpower?


They were player crafted. no special loot drops, nothing, just the skill of the smith and the resources. which was the way it was suppose to be right? look at guns now, standard stuff are low price, it takes a special loot drop to improve weapons, which must be camp.

now no more pernerf guns, its too powerful. OK!!!! you don't need that extra 30 damage just go rifleman and use AOE attacks to do 20k damage.








The AoE bug needs to be fixed. Not arguing that.


But if this update and the crafting changes are really enough to make you quit...I have to question how much fun you were having in the first place. Seriously.








It is called the last straw.


It is similar to being in a bad relationship, eventually you realize you would be better off ending it.


This is a game, it is Star Wars, it should be fun!




_Posli on Talus near Dearic: Master Weaponsmith (+29 Exp / +24 Asm)
_____My Current Weapons Menu_____
Miner / Master Pistoleer / Merchant
--Talus Arch Tech and Architect Vendors--
Just use /waypoint 1525 -2700 once on Talus, look for the Arch


Jefferys
Tue Mar 09, 2004 9:00 am
#61



Don't forget.... They are also nerfing containers too... SO don't use bags, cargo pocket, satachels to store those pre-nerf guns either!





What are they doing to containers?

Personally, if the FWG5 was not supposed to have two power handlers, they should of fixed this a long time ago, not after the game has been live for 9 months.

Alen Vondor
Radiant
NordaIspe
Tue Mar 09, 2004 9:02 am
#62






BabyRancor wrote:

Well - this will probably get pretty toasty - but this is what happened.


Schematics for FWG-5 and others were broken, able to be made with two components where there should have been one. This resulted in weapons that (once enhanced by krayt tissue) landed outside the spec for a weapon of that damage type and certification level.


These weapons were fixed to bring them back in line with the rest of the weapons (the nerf). All existing weapons are unaffected and thus are pre-nerf.


The crates of weapons are not weapons, they are objects that auto-craft a weapon with a set of stats according to the rules of the game. Currently the crates that are supposed to generate "pre-nerf" weapons try to auto-craft, are told by the system that said weapon is invalid and can't exist, and thus don't do anything.


This mechanic is an important check-and-balance to prevent people from making up whatever stats they want on their weapons via exploit hacks.


They are now fixing this so that the auto-craft action now creates a weapon more in-line with the new rules of the system. If they allowed the auto-generate to create weapons out of spec - I'd wager that that would open up a bunch of exploits allowing new creation of extinct weaponry.


Simple facts and fixing a system that was out of whack. It's a game folks - not the end of the world.








Holy crap best post ever on this topic!!!! Somebody that actually knows something other than we aren't allowed to have powerful guns.



Norda




Norda Ispe
Stark-Fuji
Tue Mar 09, 2004 9:05 am
#63

What about mines? I cant take any out of my crates any longer either on these.



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Krayvex
Tue Mar 09, 2004 9:07 am
#64

What about mines, food, and anything else that has this problem?



Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



NordaIspe
Tue Mar 09, 2004 9:13 am
#65






CharPrime

overpower?


They were player crafted. no special loot drops, nothing, just the skill of the smith and the resources. which was the way it was suppose to be right? look at guns now, standard stuff are low price, it takes a special loot drop to improve weapons, which must be camp.

now no more pernerf guns, its too powerful. OK!!!! you don't need that extra 30 damage just go rifleman and use AOE attacks to do 20k damage.






They WERE made using a type of exploit, not in the true sense but the projectile feed mechanism was bugged and gave out unreal stats and when Weaponsmiths found out they made crates like there was no tommarrow and then thats why the Scatters were too powerful. And on the FWG5 you were able to add an additional power adder to it to make it more powerful.


Both were Bugs and the devs fixed them and everyone cried nerf. It was NOT a nerf it was a fix because the schematics were broken. Everyone feels they should have a gun that is almighty. SO WHAT if the gun does 50 less max damage, they both are pistols and you shoot them at less than a sec per shot anyway.


I have a pre-nerf T-21 that is double the power of todays T-21, if they decided to take away EVERY pre-nerf weapon would i cry? Nope it is WAY overpowered and if it goes poof in the night then big deal its just a weapon. You guys act like weapons decay after each lair. I went from Novice Marksmen to Master Rifleman/Master Bounty Hunter with 1 rifle, 1 carbine, 1 pistol.


They are finally fixing a broken system and you guys complaing... /sigh



Norda





Norda Ispe
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