Development Cycle Archive

Thread: October 9th Information

Roninnn
Thu Oct 09, 2003 3:26 pm
#79

The mission scaling doesnt make since at all. I used to go to Endor to make money to buy all the ingredients i need for making medicine. Now that thats borked, its not worth setting foot on that planet!




Roninnn Three
Krenn_
Thu Oct 09, 2003 3:27 pm
#80

Here's a couple more:


Tissues can still not be made in a factory. I've tried equipment, clothing, and food/chem factories, and none of them lists the bio-tissues in the schematic. This is with Active Biosensors and Coagulant Agents (at least)


Tissues are no longer cumulative. It used to work that an item like the Wookie Sage's Hood, which has four SC slots, could have 4x the bonus. They had to be all the same tissue, however. Now, no longer if you have the same or different items, you get the bonus of only one tissue. (except when you have one RFP and one SC - only possible in Crafter's Pants/Pocketed Shorts)


The harvester hopper/functionality graphics have been changed oddly - there seems to be an large square of green/brown overlaying each one (respectively). This is using the Alpha_Blue palette; I forgot to check others.

Stanther
Thu Oct 09, 2003 3:27 pm
#81

Q-3P0,



Please add FACTORIES to the list. They are having the same issue with POWER as Harvesters.



Thanks,


Stanther

Busey
Thu Oct 09, 2003 3:27 pm
#82

>>>>You FORGOT to mention that you made AT-ST's unhealable?<<<<


They don't heal when you store them for whatever amount of time?

AudioOrgana
Thu Oct 09, 2003 3:28 pm
#83






ThePuck wrote:

Another issue that isn't so much a bug as an oversight:


Now that advanced planet missions "scale properly", CHs are getting the shaft in missions because our CH level/pets don't add to our effectiveness for the terminal determining what missions we should get.


Pre-patch, I was getting Lvl 60 missions which I could usually complete with my Graul Mauler and heavy stim use that paid 20k credits. Now I'm getting Lvl 17 missions that pay 2600 credits that spawn creatures that aren't a challenge for my Graul Mauler -- I get 1 CH XP per kill. Without spending all day on Endor running missions, it's not even worth the ticket over there, if only because I have to pay a lot for my PetStims.






Which is EXACTLY why they did it, because CH's and AT-ST users were making tons of cash - those were meant to be done by groups, not solo.


So instead of nerfing your pets, they nerfed the missions.


I think you would much rather have them nerf the missions than they pets themselves, right?


Audio

PoorCommando
Thu Oct 09, 2003 3:28 pm
#84

PLEASE dont forget that heavy weaopns count as rifles and you takes more damage. Please address this Q.
Waste93
Thu Oct 09, 2003 3:30 pm
#85

I didn't see the following listed on the known issues from the patch. The issue is that Armor Piercing and Armor Resistance seem to be messed up. It's actually better to use a weapon with a AP rating LOWER than the armor level of the target. There is a detailed analasis at the following thread.


http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=21465




Colonel Waste - The Wookiee Crusader
Slaskia
Thu Oct 09, 2003 3:31 pm
#86






TrandoshanDroidTech wrote:





FeartheMullet wrote:

I forgot to add droids arn't making noise anymore....not that important....just thought you should know.






I think thats a good change because those droids can get very annoying.



agree...you don't know how many time I wanted to fricking 'kill' those mouse droids...



~~~~~~~~~~~~~~~~~~~~
Asri: Teras Kasi Master, Master Dancer, Novice CH - Starsider
Simple SWG site

Sylo
Thu Oct 09, 2003 3:32 pm
#87

What about the hopper size on harvestors now. Greenmarine said it wasn't going to the live servers, but it did. The hoppers get full several times in one day. This makes it a little difficult to go to work, or do anything outside the game.
Pooka
Thu Oct 09, 2003 3:34 pm
#88


TrandoshanDroidTech wrote:

I think thats a good change because those droids can get very annoying.




Taking away the sounds from the droids are NOT a good thing.

It's like taking away the ambient sounds in cities or removing the zap-sound from all the guns in-game.

It just aint right............. *sniffle*



If you don't like the sounds in game there are options to turn those down (options menu - sounds tab).





Shiroo
Droid Enginerette Extraordinaire of Eclipse
Vendor Located in Tirius, Talus (2060, -4350)
http://www.tirius.co.uk

TygerBlueEyes
Thu Oct 09, 2003 3:35 pm
#89

Ok here is a small things I noticed today. I saw a chuba (scout), I thought mob(scouts) were either un-labeled or not in the spawn tabels any more. So are they back now? And, do they still go back to the lair and aggro the whole lair after being attacked?


I'm glad to see them back tho...lol





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
Slaskia
Thu Oct 09, 2003 3:35 pm
#90

"If you don't like the sounds in game there are options to turn those down (options menu - sounds tab). "


But that would keep me from hearing the sounds I do want to hear




~~~~~~~~~~~~~~~~~~~~
Asri: Teras Kasi Master, Master Dancer, Novice CH - Starsider
Simple SWG site

Pooka
Thu Oct 09, 2003 3:36 pm
#91

I mean... if animals are allowed to growl shouldn't at least EG-6 be allowed to "gonk"?



*smirk*






*waves her little see-the-droid-engineer flag*
-Yooohoo!! Some of us are still here!





Shiroo
Droid Enginerette Extraordinaire of Eclipse
Vendor Located in Tirius, Talus (2060, -4350)
http://www.tirius.co.uk

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