Development Cycle Archive

Thread: Test Center Update Notes Aug 17, 2004

Blimigerite
Tue Aug 17, 2004 1:02 pm
#1

*thumbs up* to the added numbers to merchants.


Glad to see those FS quests getting ironed out for when they go live



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imn4life
Tue Aug 17, 2004 1:04 pm
#2

In this thread here TH said the Master Merchant item max was going to be raised to 300 for all vendors. Is this still true?
dementedpoultry
Tue Aug 17, 2004 1:07 pm
#3


Rogue_5 wrote:
  • FS Quests: Changed the fs village phase 2 and 3 community crafting quests from a 1-step to a 2-step process. Players who are currently doing these quests will have to start over.

Thanks,






Just to clarify, this means start over by making a new character? If you had the crafting quest active prior to today's update, upon logging into TC2 you get a system message saying you failed. At this point no NPCs in the village will give you a quest (presumably because you're flagged as having failed for that phase?).
Kalbo
Tue Aug 17, 2004 1:35 pm
#4






Rogue_5 wrote:


  • FS Quests: Added a system message telling the player that he can only accept one quest for phase.





Ermm... does this mean that you can only do one quest per phase? If so then it would take 6 cycles to open all the trees, that is 18 weeks!


Please tell me i am misreading this.



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PhoenixOrion
Tue Aug 17, 2004 1:43 pm
#5







Rogue_5 wrote:


Artisan Business III: 1 vendor with a 100 item limit
Artisan Business IV: 1 additional vendor with a 100 item limit (total of 200 items)
Merchant Novice: 1 additional vendor; item limit raised to 250 (total of 750 items)
Merchant Management I - IV: 1 additional vendor at each level with a 250 item limit
Merchant Efficiency I - IV: 1 additional vendor at each level with a 250 item limit
Merchant Master: 1 additional vendor bringing the total to 12 (total of 3000 items)





Those limits are still unacceptable. 300-500 per vendor would be more ideal.



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ClopagaO
Tue Aug 17, 2004 1:44 pm
#6



Kalbo wrote:


Rogue_5 wrote:
  • FS Quests: Added a system message telling the player that he can only accept one quest for phase.


Ermm... does this mean that you can only do one quest per phase? If so then it would take 6 cycles to open all the trees, that is 18 weeks!
Please tell me i am misreading this.





You're not - and at the moments its a 3 week cycle - I've heard talk of 9




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Warryyr
Tue Aug 17, 2004 1:47 pm
#7


I still see no Entertainer FS quests. Could you please put them on TC/TC2 so they can be tested?


I looked all over the Village, and I couldn't find any Entertainer quests. Hell, I couldn't even find a cantina or a tavern. I wanted to heal up the Battle Fatigue of all those other players who were actually pursuing their Force Sensitivity, but we couldn't find one.


You just forgot to put em in, right?


I mean, you DO have Entertainer FS quests, right? All the other playstyles got some new content with these quests - Combat, Crafter, Medic/Doctor - so where are the Entertainer quests?


How could you guys completely disregard the only remaining playstyle that fills out the main gaming options in Star Wars Galaxies:


Combat, Crafter, Medic/Doctor, and ENTERTAINER.


Last I checked, there were 3 elite professions and 1 non-elite that the Novice Entertainer can pursue:


Musician

Dancer

Image Designer

Master Entertainer


You didn't just forget about 4 professions and a playstyle in your game, did you? DID YOU? Where are our new FS quests? Please put them on TC/TC2 so they can be tested. I'm waiting...and I get the feeling I'll be waiting for the rest of my life, because you don't have any, do you.


We'll set aside the fact that you ignored Entertainers in your Village Development process. We can go on and on about how awful that is to do to some of your customers.


Let's talk about putting a Cantina in the Village, ora Tavern, so we serve SOME purpose, even if it is to solely cater to combat folks and not pursue anything on our own.


Thanks.

Message Edited by Warryyr on 08-17-2004 01:49 PM

TheWok
Tue Aug 17, 2004 2:12 pm
#8

You can't even enter the village unless you're working on the quests. I guess you could do the quests right up to the point where you gain access to the village. But if you look at the FS trees, there is no entertainer line, thus no entertaining quest. I believe the entertainer content will come with the Hutt casino that's planned.


As someone else put it in another forum, don't get mad because there are no entertainer quests in the village. Be mad because there are no FS lines useful to a pure entertainer that would necessitate the creation of quests.



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Rouge
Tue Aug 17, 2004 2:13 pm
#9






Warryyr wrote:


I still see no Entertainer FS quests. Could you please put them on TC/TC2 so they can be tested?


I looked all over the Village, and I couldn't find any Entertainer quests. Hell, I couldn't even find a cantina or a tavern. I wanted to heal up the Battle Fatigue of all those other players who were actually pursuing their Force Sensitivity, but we couldn't find one.


You just forgot to put em in, right?


I mean, you DO have Entertainer FS quests, right? All the other playstyles got some new content with these quests - Combat, Crafter, Medic/Doctor - so where are the Entertainer quests?


How could you guys completely disregard the only remaining playstyle that fills out the main gaming options in Star Wars Galaxies:


Combat, Crafter, Medic/Doctor, and ENTERTAINER.


Last I checked, there were 3 elite professions and 1 non-elite that the Novice Entertainer can pursue:


Musician

Dancer

Image Designer

Master Entertainer


You didn't just forget about 4 professions and a playstyle in your game, did you? DID YOU? Where are our new FS quests? Please put them on TC/TC2 so they can be tested. I'm waiting...and I get the feeling I'll be waiting for the rest of my life, because you don't have any, do you.


We'll set aside the fact that you ignored Entertainers in your Village Development process. We can go on and on about how awful that is to do to some of your customers.


Let's talk about putting a Cantina in the Village, ora Tavern, so we serve SOME purpose, even if it is to solely cater to combat folks and not pursue anything on our own.


Thanks.


Message Edited by Warryyr on 08-17-2004 01:49 PM





If it makes you feel any better the healing row in Force Senses adds to Musician and Dancer healing abilities, though I was wondering how I was going to heal with my Master Dancer / Artisan / Teras Kasi Master. The only other thing I can tell you is I saw a Master Dancer at a starport that had a radiant glow about her at the starport in Coronet when I first logged on last week to check out the village on TestCenter2.


I got to a point where the quests would not let me go any farther because I failed a quest through no fault of my own ((mumbles something about needing resources on other planets, going to get them and failing the quest)), and I was going to find a place to heal up battle fatigue but I couldn't find one, and I couldn't place a generic planet house and make a cantina because we were on Dath........


Personal opinion, Ranger camps (at the very least the master ranger one) should allow for healing battle fatigue.



Rhianna - Master Dancer for over 13 months, Artisan since day 1, TKM for about 3 weeks

Message Edited by Rouge on 08-17-2004 05:16 PM



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Many patches ago, on a server far, far away....
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JediKnightCZ
Tue Aug 17, 2004 2:21 pm
#10






Rogue_5 wrote:


  • FS Quests: Added a system message telling the player that he can only accept one quest for phase.

Thanks,





OK, count with me.


If we are only allowed one quest per Phase, and we have to do 6 quests... and if the rotation cycle per one phase is 3 weeks.


That means we have to wait AT LEAST 18 weeks. And that's not counting things like opening more branches in one Phase (you would have to wait for the whole cycleto rotate again in this case).


I guess DEVs took the time-gating think very seriously.





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Cal_Litrin
Tue Aug 17, 2004 2:23 pm
#11

The link doesn't work, but thanks for bringing this up. TH did say that the item limit would increase for Master Merchants to 300 items per vendor....so wouldn't that be 3600 total items?!
PinkFloydFan64
Tue Aug 17, 2004 2:25 pm
#12

Wow, max 12 vendors should make getting Master Merchant a piece of cake. A lot less wait for that xp to roll in. Good thinking. ---Pinky



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dementedpoultry
Tue Aug 17, 2004 2:26 pm
#13


JediKnightCZ wrote:


Rogue_5 wrote:
  • FS Quests: Added a system message telling the player that he can only accept one quest for phase.

Thanks,


OK, count with me.

If we are only allowed one quest per Phase, and we have to do 6 quests... and if the rotation cycle per one phase is 3 weeks.

That means we have to wait AT LEAST 18 weeks. And that's not counting things like opening more branches in one Phase (you would have to wait for the whole cycleto rotate again in this case).

I guess DEVs took the time-gating think very seriously.






Actually 15 weeks because you do 1 quest right away then wait through 5 more cycles to get 2 through 6. Also, 1 quest I've done has unlocked 2 branches although all the others have unlocked only 1. The entry in the Holocron says "Skills are unlocked one branch at a time by completing a quest" or something like that so not sure if the 2 unlocks in one quest was a bug or not.

Message Edited by dementedpoultry on 08-17-2004 02:27 PM

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