Development Cycle Archive

Thread: 19 Answers 4-29-04

FSCSexplorer
Thu Apr 29, 2004 4:37 pm
#66

Hey TH,


Thanks for taking the time to do this for the community !


Even though some people are never satisfied, there's many of us out here that do appreciate what you and the devs are doing for our game !


I guess the slept through Yoda's Jedi patience class.


Man, I do envy your guyspositions ( working on ammorpg ) but I also don't envy your guyspositions !





Free the pvp Jedi, stop forced pve
May the force be with you
May 10th 2005
"Removed Jedi PvE experience penalty on death"
I told you they'd make it easier for you !
Coming Pub 20- Group members no longer add to a Jedi's visibility
And so it continues !

Nov 2 2005 You'll get what you've been asking for........Order 66

Fear the RotE

ZomKalla
Thu Apr 29, 2004 4:38 pm
#67






Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?





You are forgeting the new weapons within it the Dungeon.




---------------------------------------------------------------------------------------------------
6 times 9 equals 42 (at least in Base 13 it does)

SWG Wiki
OnlyMaestro
Thu Apr 29, 2004 4:40 pm
#68






AriasImmortal wrote:
ranger? wth?





Notice no new carbineer weapons.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

SkeeterWhateley
Thu Apr 29, 2004 4:41 pm
#69

good stuff


/cheer thunderheart!



------------------------------------------------------------
[Imperial Colonel] - [Skeeter Whateley]
[Master Bounty Hunter] - [Freelance Pilot Ace]
[Elder MBH of Haunt] - [Jedi Kill Meter -||||||||||||||||||||-]
[Pilot of the Infamous,Battleworn Belbullab-22, 'Black Circle Omega']
KardenTyrell
Thu Apr 29, 2004 4:41 pm
#70

the point is there for people who have those 4 proffessions..........do a background check on mandalorians, what they were about (play Kotor even and listen to the stories of one of em) ..the certs are valid



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
SioBabble
Thu Apr 29, 2004 4:41 pm
#71






Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?








The point is that the devs, for once, are making "cool factor" a function of skill points.


It's one surefire way to channel the FOTM crowd down the path they want.


Too bad for all the l337 d00d RM/CM"I pwnu" template types!





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


WarFerret
Thu Apr 29, 2004 4:41 pm
#72

I hope to God there's more in there than the executioner's hack for us Swordsmen, it's basically a scythe with a different 3d model, it has almost the exact same stats.


Glad everyone got an answer on the Mandalorian armour though, not that they're going to be happy about it (i have no problem with it, it's an odd mix, but not a bad one), but at least it will be semi-rare (and have to be earned)



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Ghost151
Thu Apr 29, 2004 4:41 pm
#73






ZomKalla wrote:





Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?





You are forgeting the new weapons within it the Dungeon.






Yes, more weapons for the same old crowd. Pistol's, Rifle's and Swordsman. Nothing new there. The powerful get more powerful, the rest get screwed as usual.
raz1337
Thu Apr 29, 2004 4:42 pm
#74






Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?








dungeon = content


content = something for any profession to go do even if they don't benefit from the best loot in the dungeon




Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
LLJK_Griz
Thu Apr 29, 2004 4:42 pm
#75






darthmole12 wrote:





LLJK_Griz wrote:






Thunderheart wrote:


So, no, we are not going to nerf Axkva, but rather, place a strong focus on the Pikeman profession in the Combat Balance as they deserve (which would include giving Pikemen a weapon or ability so that they could participate in these types of Night Sister Raids).






how about restoring the kinetic damage rifles WHICH WERE KINETIC BEFORE, AND WERE CHANGED WITH NO NOTICE so that riflemen can actually damage nightsisters






Umm...what? Rifleman are probably the best damage-dealers to Axkva and all the Nightsister elders. A T21 is Heavy AP and deals energy dmg...they have heavy armor and 30% energy resists...additionally, Rifleman are the only people who can solo the elders (conceal shot forever).../boggle




I don't know what resistances Axkva has, but there are several types with 100% resist to every rifle damage type, and lower resists to kinetic. I don't bother going on nightsister hunts because I end up sitting around doing absolutely nothing because I CANNOT DAMAGE ANYTHING.


THE TUSKEN RIFLE SHOOTS BULLETS. IT SHOULD DO KINETIC DAMAGE. The Lithitanium rifle's /examine text says it is a copy of the Tusken rifle. IT SHOOTS BULLETS. IT SHOULD DO KINETIC DAMAGE. And it WAS kinetic, but then they changed it with no notice and it is now completely useless.


SLUG-THROWER WEAPONS SHOULD BE KINETIC DAMAGE. The striker pistol is currently the only one with the proper damage type. The two rifles are energy, and the Nym slugthrower carbine is acid which makes no sense as it is a SLUGTHROWER and carbineer already has a better acid weapon.




POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
ZomKalla
Thu Apr 29, 2004 4:42 pm
#76






Ghost151 wrote:





ZomKalla wrote:





Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?





You are forgeting the new weapons within it the Dungeon.






Yes, more weapons for the same old crowd. Pistol's, Rifle's and Swordsman. Nothing new there. The powerful get more powerful, the rest get screwed as usual.






You forgot TKA.



---------------------------------------------------------------------------------------------------
6 times 9 equals 42 (at least in Base 13 it does)

SWG Wiki
Mystic_Squirrel
Thu Apr 29, 2004 4:44 pm
#77






ZomKalla wrote:





Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?





You are forgeting the new weapons within it the Dungeon.







You mean the whole3 new weapons? Weee! 1 for pistoleer (who is hte LAST class that needs another weapon), one for TKM who I'm morally against having any weapons at all and one for heavy sword which is just going to be redundant if its dmg is kinetic!



____________________________________________
Kuu-Laid Mann - HAKD
Master Swordsman and Doctor
Kool-Aid Mann - HAKD
Bounty Fish Extraordinaire
Althia - HAKD
Dark Jedi Knight
DeQuosaek
Thu Apr 29, 2004 4:45 pm
#78






Rikilii wrote:





DeQuosaek wrote:






Are we sure that the Combat Medic's range is not being misinterpreted?


Example: Let's say I have an Area Poison that has an Area of effect 32m and there isenemyA is 64m away AND enemyB is 96m away and the poison is thrown at enemyA and also affects enemyB. I think enemyB might see that the CM is 96m away and assume the poison was thrown that far, when that isn't the case.


Can anyone verify?


Also, shouldn't the issue really be something like, "Combat Medics have no reduction in damage in PvP?"








It is definitely possible directly to hit a target at 96m. With AOE, I can hit an indirect target that is even further away.


The 75% PVP reduction has been discussed ad nauseum, and in combination with the upcoming 64m limitation, Mind Poison mitigation spice, reduced emphasis on Mind hits, would render poisonsutterly useless, and Disease a total joke. The best non-venom-enhanced poison (single target) currently can be crafted for 350 effectiveness with perfect resources. That's 70 dps when thrown by a master. If the 75% reduction is applied, it would only be 17.5 dps, which is right around the regeneration rate of a fully buffed target. Keep in mind, that's the theoretical maximum, not actually obtainable with actual resources.




So you're syaing that with both targets standing still poison can be thrown 90 meters? If this is true, it should be able to be reproduced with a single target poison as well. I'll have to find my best resources and give it a try. Last time I experimented all in range, it still wasn't throwable farther than 64m.


Don't get me wrong, I'm not advocating a 75% reduction per se.Just some sort of reduction. And yes, I know most claims against CMs are greatly exhaggerated. You always hear that someone was hit and 2 seconds later it ticked for 1200 damage, and that's simply not true. It takes several seconds for poisons to tick and they don't do that much damage.






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."

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