Development Cycle Archive

Thread: Version 0.122312 May 10, 2005 Discussion Thread

Rypht
Tue May 10, 2005 9:30 am
#66






Psychopyro80 wrote:

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

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




its on the main TC servers... the live ones



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TheNarcis
Tue May 10, 2005 9:55 am
#67






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?









I would like to know this as well.



- Malak Draven
TheNarcis
Tue May 10, 2005 9:59 am
#68






Lomier wrote:


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*






The devs clearly said in the past before this respec that they are "considering" allowing non-combat to respec. They never gave and ETA, but only said itwould happen. I know it wasnt clear enough, but that is the only reason why I did not drop any crafting, soley based on those very comments they said a few weeks before CU went life.


Glad I waited.


Message Edited by TheNarcis on 05-10-2005 01:10 PM



- Malak Draven
kiyrilla
Tue May 10, 2005 10:08 am
#69

I see /meditate is still broke. Why use /meditate, when you can heal much faster by SITTING. Still haven't fixed the PSGs protection. I wasted 5k for a PSG, and now is totaly useless. Had one with 499 energy, and bought a new one with 910 energy. Both are now 0, but their condition still remains at their max. Still haven't fixed the range of attack, for range weapons. You STILL have to be within 40m to begin an attack, which is too close, because the npc/creature is attacking you from 60m away.


When will you fix the cloning terminals. I am getting a little annoyed having to spend extra time, typing /clone at the cloning terminal, in order to clone every time.


When are you going to fix the spawn levels of missions, and their constant disappearing acts. Getting really tired of half or both missions spawning npcs/creatures 20 to 40 lvles below my characters.


When are you going to fix the agression on npcs 40-75 below yours? I know I'm going to do my very best to avoid known highly agroed red or purple conned npcs/creatures, because I know that's an express ticket to the cloner, but why can't you do the same for npcs? Agroed-type creatures conning gray and 30 to 60 levels below yours will leave you alone, and will run from you, but npcs continue to attack. They do as much damage as a npc of equal level, using weapons for lvls 30 to 50, and hitting from a range of 70m to up to 450m away. Seen this from my bike. Some balance


Still no fix on using knucklers either. Using a VK or a MK does less damage as using bare fists, and now TKAs get a weapon hinderance for using a blaster fist, that does more damage, than using bare fists. It reduces the weapons effectivness, and we're back to less damage output.


Still no fix on crates of food and drinks. My characters, that don't have forage abilites, are starving and thirsty, and those that do, are dying of thirst. Most are not rich, to having to constantly buy food and drinks all the time, to replace the now useless items, and most crafters dropped their skills, or quit the game.


Just fix the food, drinks, and PSGs, and I can be a little happy.
DarthGorilla
Tue May 10, 2005 10:10 am
#70

I already got my rebel clone armor but got no holo x-wing. Can I go back to leia a get it or will I never get to have it?



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Omicron2
Tue May 10, 2005 10:23 am
#71



Any ETA on med augmentation tissues, med droids, and med cities being fixed?




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0pticalstatic
Tue May 10, 2005 10:25 am
#72

Might have posted this in the wrong place at first but:


Will the hologram x-wing be given to thoses who have already done the clone trooper armor quest?

will it be in our inventory or, how do we obatin that if the quest is already done?


Thnak you,

0pticalstatic



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Rand0m411
Tue May 10, 2005 10:34 am
#73


Noticed a couple other changes that are not in the patch message, just wanted to know if theseare a bug or intentional.


PvE, Fighting Sharnafs yesterday were alot different than fighting them today. They are hitting almost twice as fast. So if one gets on me i am going down in health ALOT faster than I was yesterday. So i take it PvE creatures got an attack upgrade.


Also noticed that Weapon and Combat exp are based upon how much damage i have done to the creature and not just if I had hit it or not like it has been since the CU. Is this intentional? Because I know some padawan Jedi whom are going to be very upset about this stealth change, since getting exp was already hard enough for them after the CU.


Also armor decays too fast but this isnt new since the CU, I just thought I would throw that in.



Thank you



Rand0m411

The_Shruberer
Tue May 10, 2005 10:48 am
#74

I hope you put back xp loss for Jedi against PvE once things get balanced out. If not, this game is gonna go downhill, and I'm not going ot be around to witness it.



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NothingShocking
Tue May 10, 2005 10:48 am
#75

Did the clone armor quest for Imps and of course did not get good old Mort's combat armor. Yes I went and talked to him again, yadda yadaa, yadaa. Now of course all he cares about is how nice it is for him to see me. I know I'm beautiful and all, but I want my reward. I know this might have been posted before, but want to have as many people as possible to keep posting this untell it's read so SOE knows that is a massive problem and not a random, one of a kind thing.



It's as American as Pudding and Whipped Cream
Bociwen
Tue May 10, 2005 10:49 am
#76

TH

In Tiggs' post about the non-combatant respec..she states that the total respec period is 3 weeks from first log in. My understanding is it was 2 weeks.

Was it extended another week to allow "overlapping" so a crafter who logged in day 1 has a week to play with his/her template?

If so does this apply to everyone, or just crafters?




B'wen Fornataro


ArythBandar
Tue May 10, 2005 10:50 am
#77


Does anyone else see how pointless this (Players will now hear music when they learn the Wookiee language from Omwaan on Kashyyyk. ) is? I mean, the first time you need someone to train you you learn every single language.


Straker_Atrella
Tue May 10, 2005 10:51 am
#78

We need clarification.


Tiggs just made an announcement saying that Crafter respec was open for crafters and that the respec period is 3 weeks after the first respec.


This is contrary to what we were first told. We were told it was 2 weeks and that it started when you first logged the toon in.


So which is it? If it's the "new" way, people have 3 weeks for crafters, and an extra week for combatents. If it's the "old" way, then crafters and combatents have 2 days.



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