Development Cycle Archive
Thread: Publish 8: Various Gameplay Changes
Thunderheart wrote:
The development team made many gameplay changes as listed. Please post your opinions, comments and feedback.
Gameplay
- Dantooine now has more hardware to support increased load
YAY !!!
- Reduced the wait time on shuttle ports to 5 minutes (Starports are still 10 minutes).
I do not like the shuttle waits but I understand the reasoning, takes longer to travel from planet to plant than it does on the same planet. If you would just fix the connecting flights somehow so you do not wind up waiting for 8+ minutes multiple times then the 10 min wait wouldn't be as big of a problem. Taking one filght and having to run to the ticket terminal and getting to the ticket collector right as the shuttle is taking off is really annoying. If you can make it so the flights are timed properly so that when you land (in the ship you just landed in) it doesn't take off before you have time to get another ticket and get back. Another suggestion is being able to buy the connecting flight tickets at the same time. (Example: Flying from Tatooine to Dantooine thru Coronet, you can buy a ticket from Tatooine to Coronet and also buy a ticket from Coronet to Dantooine at the same time, so all you have to do is land and go to the ticket collector and give him the ticket)
- Fixed a bug commonly referred to as the “armor hole”
YAY !!!! (Hope it is really fixed)
- Changed some profession titles to remove redundant or inconsistent names
Cool, can't wait to see if any of mine have changed.
- Fixed a bug that prevented the Tusken Robe and Helmet from dropping. (Correspondent Issue)
Great, I really wanted a full Tusken Suit for display but wasn't going to pay the outrageous prices.
- Changed references from "coins" during group looting to "credits".
Never really noticed this but O.K.
- Exploring the Talusian Aqualish Cave will now grant the correct exploration badge
Have to go there and check it out.
- Added hooded dress for Trandoshan females
Good for them I guess.
- When you delete a character, all harvesters and installations that the character owns will be deleted after next server restart.
I really hope this is retroactive. If it is alot of space is going to open up. Which is a really good thing.
GCW
- Imperial Crackdown: Deployed elite novatroopers to support the crackdown on illegal activity
Sweet. I like it, those wimpy Stormtroopers needed to be replaced. Fix the AI on them though, so they don't just stand there while their buddies are being killed, and so they don't stand there aiming at a wall for hours.
- Now players can manually control turret targeting for turrets that protect bases. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base.
This sounds interesting but the Turrets need to be fixed. Also another suggestion, make it so the player controling the turret is actually inside the turret, and can not be attacked until the turret is destroyed.
Player Cities
- Added bio engineer trainers to the list of possible skill trainers
Hmmm, never noticed there were none.
- Fixed an issue where in some cases the city specialization would not be applied.
Take your word for it.
- Tatooine player garage ramp edge fixed: both sides now crossable
Never noticed this either.
Profession: Bounty Hunter
- If a Bounty Hunter with a Jedi bounty mission is incapacitated by the Jedi, the Jedi loses his Bounty Hunter enemy flag.
Cool
Profession: Entertainer
- Players need to watch a performer for at least 2 minutes before entertainer buffs can be applied.
O.K.
Profession: Jedi
- Tweak to Jedi Bounty Hunter TEF clearing. There is a 30 second wait before the TEFs are cleared giving the Jedi a moment to perform a deathblow if he/she so desires.
Same as above (Bounty Hunter)
Profession: Pistoleer
- Fixed problem with dodge; dodge no longer stops Pistoleer from running while in combat (Correspondent Issue)
Very good (even though I am no longer a Pistoleer) this was very annoying.
Profession: Scout
- Fixed a problem where traps could not be thrown indoors.
O.K. Never tried to throw a trap in doors, did you ever fix the Commando RL, HPB, ect.... Can those be fired indoors now as well?
Vehicles / Mounts
- Vehicles will no longer auto-heal when left out and stored after a player has taken a transport to another location.
Boo. But I understand why.
- Removed fidget action from Cu Pa while mounted
Take your word for it.
Two stealth fixes noticed.
Creatures use ranged attacks again
and the Pixle Shader 2.0 sky issues are also fixed.
JoeSmokey420 wrote:
had a good post about vehicle repairs but stupid forum ate it when i posted it......... so here is the ruff ugly quickie version....
1) Give vehicles 100/100 condition.
2) Every time your bike is disabled it gets -10 condition and then you can repair your bike at the Garage with the Artisan made repair tool. So that's like 10 repairs.
3) Every % of lower condition increases the cost of normal repairing your bike. So the more your bike isrestored from being disabled the higher cost it takes to repair it each time, but it doesn't get wasted the first time it's disabled.
Alitte Variation:
3) Instead of % of condition increasing the cost of repair it lowers the HAM on the vehicle like Pet Vitality which can cause the user to visit the Garage more and players to still want to buy high experimented vehicles...
The AV-21 will still be a useable everyday bike and you don't have to worry about some mob warping on you or something and killing your vehicle forever in 1 shot and people will still continue to buy replacement bikes at a steady rate...
if the engine in your car gets disabled or blown up or whatever it's often cheaper to replace/repair the broken piece then it is to buy a new car... but after awhile your car starts to get old and more stuff breaks sooner which you might end up paying alot of extra money in repair, so it might be cheaper to simply get a new car... but those that keep their cars in good condition can have them last alot longer...
Pit Droids! Pit Droids with a disabled vehicle repair module that allows disabled vehicles to be repaired at a garage!
Thunderheart wrote:
Mapai wrote:
Please make a way for disabled vehicles to be fixed. I really want to be able to use my AV-21 without stress. I play a game for stress relief not to add stress to my life. Maybe a Artisten repair kit that makes it able to repaired at a garage?
I've sent the information on to the developers to consider this. Its a great idea and if it flies, it will take a little time to development and implement.
Rezael wrote:
Thunderheart,
The mind buff wait that has been implemented is not good.
It ruins buisness for entertainers.
No it doesn't, cause there is no business for entertainers currently.
If you want to buff, you have to do that for long 10 minutes, not knowing how long buffing is really needed to be, you don't get any infos about completion and effects, you may not move the target from the buffed person... this is all crap.
And people pay BAD for those buffs. They get 6 doc buffs for ~12k, so they only want to pay 2k for a mind buff.
And you don't get less money for mind heal, cause you cannot FORCE people to pay you, they just watch if they want.
There is an entertainer revamp needed, and it is needed soon, because entertainer is COMPLETELY USELESS currently. And some entertainer mission in one of the next patches wont help. :-/
Sorry, but I am not happy with master dancer currently. :-(
You didn't reduce the GD starport wait to 5 minutes. Thanks for nothing, that sucks.
Yet another player need ignored by you.
I am too pissed at you guys to even flame you right now.
Vinaddar wrote:
You didn't reduce the GD starport wait to 5 minutes. Thanks for nothing, that sucks.
Yet another player need ignored by you.
I am too pissed at you guys to even flame you right now.
This is why i hate going places it just takes to long to go anywhere From my PA in Dant to Yavin4 where the Geo lab. Fs-Argo Post-Cnet-Yavin outpost-then a 3k rife to geo caves, which can take at least 30 to 40 min if u add buffs, and now longer entertainer buffs
From what I've heard from guildmates this works well and is a VERY welcome fix.
A big thankyou for fixing this.
Thunderheart wrote:
Rikilii wrote:
Cool.... but what about the direct planet to planet flights (NPC smugglers/pilots)?
We are investigating the possibilities now. We hope to include this, but It is uncertain at this point as to what is possible. Regardless, Star port times will be changing with the GCW revamp.