Development Cycle Archive
Thread: Version 0.122312 May 10, 2005 Discussion Thread
Zeranthos wrote:
Please clarify. Does this mean we will not suffer XP penalty when cloning anymore? Because there has never been a penalty just from being slain by a creature.
Thunderheart wrote:
May 10th, 2005
Version 0.122312
Profession: Jedi
- Removed Jedi PvE experience penalty on death. Experience penalty for Bounty deaths still exists.
Jedi only loose xp on two specific circumstances:
Do you mean, as I hope, that you are removing the XP penalty for cloning?
TheNarcis wrote:
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
So, I am supposed to sacrifice double XP week for a vague comment made by the same Devs who can't seem to get their act together since the launch of SWG? No. I am not at fault here, they are. Gross incompetence and indifference to the playersconcerns and desires, that is what all this boils down to. Anyone who defends or supports their actions is condoning this shoddy and reprehensible treatment of the players.
Message Edited by Lomier on 05-10-2005 11:21 AM
Me too
TheNarcis wrote:
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.
Catman-Does wrote:
And as a Shipwright he can't make much as most of it all requires space resources - although I've had JTL since it came out none of my characters are levelled in Pilot Skills. Bit of a stab in the face for the shipwrights who don't want to fly, no one is selling the resources either.
Actually I'm trying to sell the space resources I mined, but there's no category for them on bazaar / vendor terminals so I don't know how to check for prices or anyone would find them. Could we get a space resource node under "Resource container"?
- If you lose a skill that you are currently displaying as your role, your role is changed to the next valid role.
What exactly does that role icon do? Does it have any effect on defensive or offensive abilities? Or is it just to clarify what role you want to play in when grouped?
0smspiff0 wrote:
I made three articles of clothing (bandolier, shirt, pants) each with +15 surveying to them.
Wearing all three (yes more than +25 but just had to see) there is absolutly no differences is surveying:
- same distance on the tools
- same speed of extraction by hand
- same amount of actraction by hand
Be nice if the skill mods actually did something...
Do you already have Surveying 1-4? Because I collected surveying skill tapes long ago, got to +25, and noticed that they provided no benefit once you reach the surveying "cap" (once you get Surveying 4). The only thing that seems to add to the mod once you get Surveying 4 are the FS skills from the village. Also, surveying mod is separate from sampling altogether, so you wouldn't sample more from just having a higher surveying mod.
Gaarotobuckymi wrote:
UI
- If you lose a skill that you are currently displaying as your role, your role is changed to the next valid role.
What exactly does that role icon do? Does it have any effect on defensive or offensive abilities? Or is it just to clarify what role you want to play in when grouped?
Just for show, helps the peoplein thegroup define eachothers role.
wyrwulf wrote:
TH, you wanted more people to wear faction armor to make the game feel more like Star Wars, but you changed the resource requirements for armor and added the Bio-linking to faction armor, well there is a few more people running around in faction armor but not that many, the average cost on my server is 2 mil, not much for some but alot for others, this did not make faction armor easier to get than before.
Please reconsider the resource requirements on armor and the faction point cost and make it easier to get especially for newer players.
And now you add Bio-linking for new weapons, why.
Yes, bio-linking sucks.
Why do I have to "link" myself to be able to wear armor or hold a weapon? Faction is not necessarily easy or cheapto get...
And the resources required have made armor astronomical, noone is wearing the kewl new faction armor because of this.
No I had survey 2 at the time - then I respected to master Artisan and no change there either. I also tried it the night before with Survey I and no change.
I would expect a +25 to work in addition to the FS skills as well - otherwise what a waste of a tissue... regardless at the moment it is a total waste since it does absolutly nothing.
Radical Idea "General XP over time for Veteran Players".
I have thought up what I think to be the greatest idea for this game.
Idea:
Make a new kind of XP called "General XP"; this could then be exchanged into any kind of XP in game, including Jedi XP. However the exchange rates can be quite severe when trading it into higher skills.
How it would work:
General XP will accumulate over time without the need of playing, all that would be needed it an active account in good standing to gain this new XP. My brain cant come out with numbers for this, but make it to where you could gain enough General XP per year to master one Jedi profession, but no more.
Implementation:
This would benefit veteran players and new players alike. This is not to take away grinding, but to add role-playing back into he game. The biggest problem has been that you cannot play this game at a leisurely pace until your template is done, i.e. Master anything. Of course you will get skills faster by grinding, but this will let all players enjoy the game. Hence, more money for SOE.
Conclusion:
There would of course be many other details to work out, but I believe this would be welcome across the board from all players.
Thanks for your time,
-Arkon