Development Cycle Archive

Thread: Publish 7: Major Features

Whes
Thu Feb 26, 2004 12:48 pm
#651

no profession updates?? thaught they were nerfing rifleman? anyway, i think there are still lots of buggs in many professions that needs to be fixed, for example visual effects for specials (ranged specials) more visual effects generally, and where are our binos??? its good but a small focused patch



Europe Farstar


Holocrons is the worst ever! be gone holo´s!
Pub10 i need to kill my 1 and only lizard friend "Izegullz" just to make room for my jedi uck so sad, so sad.....
DeQuosaek
Thu Feb 26, 2004 4:12 pm
#652








Ekhben wrote:
SWG-Runesabre wrote:

I appreciate all your great feedback so far. Thunderheart is out on vacation which is why you are not seeing a lot of Dev responses on this thread in the last few days. I did want to take a little time to update you on what we have decided in regards to changes to removing the camp restriction for calling pets, droids, mounts and vehicles. We have decided to alter our changes so that calling a pet, mount, vehicle or droid will work like normal without the new time delays when called from a Scout camp or inside a city. Effectively, this means calling a pet, droid, mount or vehicle will work the same in Publish 7 as it currently does when called from a Scout camp or city. When calling outside a Scout camp or city, the new changes will apply.



I, in return, appreciate you taking our concerns into account. However, I feel this falls short of the mark.

I suspect you introduced this new delay to slow down the rate at which people do missions, by forcing them to wait 60 seconds after each mission before recalling their vehicle. Of course, it's easy enough to just keep the vehicle out as you fight, and ignore that delay, and this approach tries to mask the symptom of too frequent missions, not the cause.

On top of that, you also introduced a 30 second lag on the call itself. This one, I simply cannot fathom. I think of all the places something gets called, and add 30 seconds of doing nothing but hating this change.

At this point, you get a lot of angry responses. No surprise there, the proposed changes are the gaming equivalent of a kick in the groin. Your response is to reallow instant calling in cities and camps, but you haven't clarified if the additional sixty second timesink is affected by cities and camps. Regardless, where it leaves us Creature Handlers is right back where we started: we have a mindless obstruction to us accessing our profession. We either craft and place camps while the other group members shrug and do the mission without us, or we twiddle our thumbs for 30 seconds while the other group members shrug and do the mission without us.

So, while I appreciate that you're acknowledging that we're concerned, I do not feel that you're addressing our concerns. You've wasted developer time by introducing new delays that simply obstruct gameplay, and you'll be cumulatively wasting months of player time. Please, rethink.






Oh my goodness! 30 SECONDS?!?!?! That's ridiculous! I can't believe they would expect us to wait 30 whole seconds to call a creature or vehicle!


Why are there any waits in the game at all? They might as well make everything absolutely instantaneous. I shouldn't have to wait 30 seconds between wound healings either, right? I shouldn't have to wait 30 seconds for each of my medical components to craft, right? I shouldn't have to wait many hours for my factory to make crates of components, right?


It's 30 seconds. Deal with it. If your group can't wait thirty seconds before they start blasting everything in sightduring your mission, then it's time to find a new group.





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."

Jedola
Thu Feb 26, 2004 4:27 pm
#653

is there anyway i could find the exact hard caps for the stacked profession defence modifiers? or are those secret?

some guy who plays this crazy game.
cheechcheech
Thu Feb 26, 2004 5:00 pm
#654






Jedola wrote:
is there anyway i could find the exact hard caps for the stacked profession defence modifiers? or are those secret?

some guy who plays this crazy game.






This is definitely one of the biggest secrets in the world. Right up there with UFO's and Bigfoot. Apparently they dont want to give us an answer.


Tell me the secret to unlocking the power of the universe!!! or just tell me the caps on defensive stacking?




Sagem - Intrepid
Cheech - Radiant
DeQuosaek
Thu Feb 26, 2004 5:13 pm
#655






Koelind wrote:

Ayn Rand was a modern Day Philosopher whose works revolve around the concept of "Objectivism". Definately not light reading but really a must. One of my favorite quotes of hers was "There is no such thing as a dirty job, just lazy no good men unwilling to do it".



Didn't she write those vampire novels?





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."

BopoThomie
Thu Feb 26, 2004 6:12 pm
#656

What i dont understand is why are we nerfing everything soon there wont be a game everytime i do something i get nerfed.... I worked my *edit* off for 2 atsts and boom gone ......i was TKM and picked up a little pistoleer and fencer Boom nerfed ........I want to know what kind ove cap like +50 max on everything or even worse .. the only reason im posting is im Sick ove the NERFS IM SICK OVE THE WHINING >>>>> you want to NERF something nerf a *EDIT* CM



/#ff3333 Whats the point ove livin if ya can't feel alive
Oodheo
Thu Feb 26, 2004 6:29 pm
#657

:stormtrooperk heres several hundred ideas


1 pistoleer and fencer could have a two weapons fighting thing where they could weild 2 pistols / 1 handed weapons and do lots more damage at higher speeds *bing de nerfs them* allowing a pistoleer carrying 2 cdef pistols or whatever he is carrying to match most anyone else


2 make more vehicles a speederbike a landspeeder and a swoop arent enough things like imperial atst could become vehicles? though you'd need a new prestiege class to use em this could also be used when space comes out to pilot fighters ect


3 trunk space in vehicles we already have pouches and stuff on em why not add the extra storage compartment availablity and stuff like with droids during crafting


4 reduce the speed at which tkms can do big attacks kinda like having to pull off the move in a certian manner takes time meaning that the rest of us will have time to get up / run from these seemingly invincible monsters also try to add other martial arts before getting teri kasi they are really rare so with every other person being one we have kinda lost the plot a little


ah its early ill think up more later and build up to full rant speed again


I SHAVE WOOKIES!




I 'STILL' SHAVE WOOKIES!

DROKON
7X OFFICER
"Boom Baby!"
Valion310
Thu Feb 26, 2004 11:05 pm
#658

This is posted far back, but hopefully someone can give some insight.


SHUTTLE PORT REDEEDING BUG:


We tried to redeed our shuttle port and we kept getting deeds replicating in our Mayor's invantory. Along with that we couldn't lay down the shuttle port cause the old one was still standing without the droid or boxes.


I talked witha CSR on the launch pad chat, he said it was a known issue.


I just am trying to confirm that this bug is a Pub 7 fix?


Thanks


Vall

BLACK STAR LEGION

Tiberius - Lok

Starsider




Vall

Admiral
13th Black Order Division
===== *** X I I I *** =====
[ Imperial Ace / Master Rifleman / Master Bounty Hunter / Master Teras Kasi ]
Voted Starsider's Best Imperial 2005
- = Unlocked Jedi in late Feb 2004. = -


Lightning_Jack
Fri Feb 27, 2004 3:53 am
#659

Whats the sense of putting player garages in the game... all garages are useless... everyone just uses the stupid biker cheat too fix thiers bikes instantly and for free. No one uses garages.



And Now For My Personal Pet Peev..... The Armor/Death Decay Issue. I love it... armor should decay when you die. THose that cry it doesnt make any sense, armor decays from combat. Well yah... its being shot at by energy blasters and slug throwers... its going to decay in combat and it should... thats realistic. As for the decay on death... thats realistic too.. HELLO YOU JUST DIED..... that means something got through you armor and your now dead.... thiers a big freaking hole in your armor where your heart, lungs and pancrease use to be.... and your DEAD. HMmm that huge hole is going to make that armor less effect... Cause you know.. it is a Hole. Key word thier.. hole. Gee if i die alot... then thiers lots of freaking holes in my armor... gee no wonder armor becomes less effective when i die. Hence the armor decay when you die. And Realistically it should never change...
Oodheo
Fri Feb 27, 2004 5:45 am
#660

they are probably attempting to fix that with publish 7




I 'STILL' SHAVE WOOKIES!

DROKON
7X OFFICER
"Boom Baby!"
jedi5369
Fri Feb 27, 2004 7:49 am
#661

nerf armor and leave wookies alone



_____ d ___________________________________________________
Amidalla
Proudest of all Wookiee's·
guild hopping until i get stuck - Mastercombat doctor · Master of wookiee weaponry
on point & razor sharp,mind over matter next batter be tical · Shadowfire


DarthGoo
Fri Feb 27, 2004 8:06 am
#662

I scanned a bit and love the idea of the Z axis implementation.. One question I had is this: Will there be a /tilt command on that axis like the rotate comand for the Y axis? It would be very helpful when hanging wall decorations that have more depth than width.



Thanks,


Goo.


Mujaa
Fri Feb 27, 2004 8:07 am
#663


Last night i examined Chewbacca, and he had 5% effectiveness armor rating across the board, i would assume light. I don't feel with the increased HAM pools, and (now dubious) warcry/roarstuffthat wookies deserve to wear 80% ultra heavy composite,however I do feel they deserve an even treatment with their icon Chewie. Just a few nights before a wookie grp mate died the moment i got to him and hit my heal button, i felt terrible. It was just a lok nasty, but they insta DB, and didnt have armor piercing unlike most player crafted weapons... I'm a rifleman and armor doesnt mean alot to me, i dont wear it and its virtually meaningless when worn by my opponents, so forgive me if i feel this makes me somewhat objective, also im a bothan, not furry, but fuzzy, and on reading alot of the posts feel i should throw in my lot on this issue. Given tht TKA have their knucklers, fencers their vibro blades etc etc, Does it seem unreasonable to give them 5% light armor? When it works even 1% armor halves the damage taken, and that is alot of help. With diligent maintenace and rotation of PSG's this would be quite formidable against non-armor piercing weapons.


Any thoughts on this idea?


Mujaa Maungre, rebel captain, bothie riflemasta


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