Development Cycle Archive

Thread: Publish 7 Feedback: GCW Changes

Thunderheart
Tue Mar 16, 2004 2:12 pm
#1


l Adding repetitive defenses: After the first defense/turret is attacked and destroyed no new defenses can be added to the base for 1 hour during the vulnerability period.


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l Enemies cannot enter HQs until all turrets are destroyed: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ. This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.



l Fixed maintenance on HQs: Maintenance will function correctly on Faction HQ’s



l Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. To give players an alternative method that can be used in all battles, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.



l Status Effect Changes: The ability to effect the status of inanimate objects has been removed. Players will no longer be able to effect AT-STs, player vehicles, droids and turrets by the special effects of Stun, Dizzy, Blind, Warcry and wookiee roar. Additionally, biological DoT’s (poison and disease) will no longer effect vehicles, droids or turrets and finally, AT-ST’s and players vehicles will be immune to all posture changes.



l Turret Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target. Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.



l Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, “Reset Vulnerability”. In other words, the moment you click the “button” is the time the vulnerability time is set at.



l Zero HP Turrets: Turrets attached to Factional Headquarters had a chance that when they reached zero, they would remain in the world and continue to attack players. Turrets at 0/0 will now deactivate and be removed from the world.


How did these changes effect your combat experience?



Did these items work properly?





Kurt "Thunderheart" Stangl
Community Relations Manager
fireman3213
Tue Mar 16, 2004 2:17 pm
#2

Just FYI turrents and bases are busted. Atleast on radiant turrents are no longer engaging anyone. My city lost 6 large towers in less than 5 min. and also the people were able to run in and out even when the turrents were up.



Fireman Master Swordsman / Master Brawler / RSF pilot
Winchester Master Weaponsmith / Master Artisian/ Master Merchant / Imperial Inqusition pilot
Grumman Master Shipwright
Wolf Pack Unit WPU
Spearhead, Naboo
Radiant
Neyland
Tue Mar 16, 2004 2:31 pm
#3

Can you still reset the count down timers while dead or incap?



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Proud member of the Savage Nation!
"If sometimes you feel insignificant, useless, offended and depressed, always remember that you were once the fastest and most victorious sperm in your group"


Redfenril
Tue Mar 16, 2004 2:31 pm
#4

I think all servers have that problem.


Players can still enter enemy Faction bases with turrets still active. I should know, I entered an enemy base with two dish turrets.


I don't kinow if the turrets are busted, but Devs, make sure you include in the fix, to repair it.


I sent a Bug Report about 3 hours ago, indicating we could still enter bases, with turrets on or not.





Colonel Oacob Riker
Tier 3 Pilot
RSO

Corporal Quinlan Noor
Starfighter Pilot
dci321
Tue Mar 16, 2004 2:59 pm
#5

FYI turrets are still bugged. Today we took an enemy turret to 0hp and it remained there locked on me. I ran up to well over 400m away from the turret and I was still agroed by it and the combat music was still playing and then the game crashed ...
Jinxx0r
Tue Mar 16, 2004 3:13 pm
#6

I like that you get scanned more often as part of the crackdown, but it really sucks that you get changed from a covert rebel to an over rebel. You should get a TEF. Maybe the TEF should last longer than the normal 5 minute one (maybe double), but it's dumb to change me into a PvP character till I die or find some roaming reble NPC to change me back. I was basically stuck on Tatooine, because I couldn't get to a starport to get off that rock. I finally just said the hell with it and let a storm trooper kill me so I could shuttle back home.

That made the whole "change me to overt" thing more of a pain than fun. You should consider changing that. I'm a covert rebel for a reason. Your forcing a change with this and it's not cool.



"I mastered 23 professions and all I got was this lousy force slot..."

Dark Jedi in training...
PBN
Tue Mar 16, 2004 4:18 pm
#7






Jinxx0r wrote:
I like that you get scanned more often as part of the crackdown, but it really sucks that you get changed from a covert rebel to an over rebel. You should get a TEF. Maybe the TEF should last longer than the normal 5 minute one (maybe double), but it's dumb to change me into a PvP character till I die or find some roaming reble NPC to change me back. I was basically stuck on Tatooine, because I couldn't get to a starport to get off that rock. I finally just said the hell with it and let a storm trooper kill me so I could shuttle back home.

That made the whole "change me to overt" thing more of a pain than fun. You should consider changing that. I'm a covert rebel for a reason. Your forcing a change with this and it's not cool.






Jinxxor,


I am also covert for a reason, and I believe scans are perfect as is. I have never gotten close enough to a covert detector to be flagged in that manner, so if that is what you are referring to, I suggest you do the same. I have "evaded" 4 scans, different methods, as follows:


1) wandering Stormie in the cantina, I was with my drill sargeant, when he began his "spiel" (which takes quite a while), we dispatched him before scan commenced. He called reinforcements, they were similarly dispatched


2) knocked off my landspeeder by a droid. Got on my speeder, rode away.


-- found out a while later that they weren't so tough


3) knoced off my landspeeder by a droid. killed droid, got on my speeder, rode away.


4) wandering Stormie in the cantina, no backup. Left the cantina.



In no case, did the scan commence or was my "cover" blown. the worst I suffered was a TEF



<name withheld from imperial databases>


WolfeTCK
Tue Mar 16, 2004 5:13 pm
#8

well this has more to do with the changes to being scanned and such, got scanned for the first time, by a st that was swimming, and it kicked me off my bike, then i recalled my bike, and the st chased after me and i was 500m away from him when it said i was now overt and had to talk to a recruiter


so now i gotta find a recruiter just to lose this overtness? i thought it was a tef? i dont wanna hear all that dont join a faction crap, cause its not a valid excuse, if no one joined factions then why have them? i dont recall seeing anything in the patch notes that said that if your a covert rebel and yah get scanned that yah become overt



jowyykazza-valcyn
"I'll tell you right now - when Luke Skywalker blew up the Death Star, he wasn't cheering because he had done some good deed. He was cheering for all the xp he got."

New Misc Loot Vender located at -5187, 5875 Just outside Theed
Errack
Tue Mar 16, 2004 7:23 pm
#9


Message Edited by Jeassa on 03-16-2004 07:49 PM

mlucas
Tue Mar 16, 2004 9:32 pm
#10

one again 14 fixes later Turrets are STILL BROKE this evening A group of players attacked us intween 4 turret all with in range and NOT ONE TURRET FIRED


you think after 14 patches and dozens of times of hearing how you have "fixed" the turrets someone ANYONE would TEST and CONFIMRM this but nope we still have the same problems of turrets not enguging players and falling easy prey


I know I should have known better and not trusted them to acutal fix the turrets but you think after a dozen attempts at "fixing " them they might get luckly
erikAceman
Tue Mar 16, 2004 11:11 pm
#11

HUGE BASE BUG ALERT CSR/SOE READ THIS NOW


AHAZI
Some players found out you can target bases now, use /target base name

Then they shoot at it ANYTIME WITH NO ONE THERE and take base down to 0/100000 and next repair CYCLE IT IS GONE.


-POOF-


This NEEDS TO BE FIXED ASAP


Please see screen shots:


http://home.comcast.net/~erikace/screenShot0019.jpg

http://home.comcast.net/~erikace/shootingbase2.jpg

http://home.comcast.net/~erikace/sedrospillsbeans2.jpg

http://home.comcast.net/~erikace/thissucks1.jpg

http://home.comcast.net/~erikace/thissucks2.jpg













-Imperial Col Er'ik Striker-
-Guild Leader IEBO-
-Imperial from launch-
-http://www.iebo.net-

mlucas
Tue Mar 16, 2004 11:12 pm
#12

strange for some reason my post answering this tpoc was removed . Just becase it is NOT the answer you want to hear is no reason to remove it .My response was not breaking the TOS and was well wihin range of what is allowed by SOE own TOS unless that changes daily as it does seem to do wiht some mod's on these forums



Now to answer the question .The turrets are still broke after 14 fixes or attempts top fix them theyh still do not even funtion close to as they should.This evening a small group attacked a newly droped base and proceded to attack the turrets now one of the 3 tht were within range targets any of the attacking players. This group got within a few meters on one such Disjh turret and it nevr fired a single shot. This has been a problem since beta and reported hundreds of times .with reported dozen of more fixes .Yet still the problem remain .I am wondering does ANYONE TEST and CONFIMR these fixes you would think after so many fixes that have falied that some time you might just want confirm the fix.I know on the test server forurms for this publish it was posted serverla times that this bugged still remained .It does NO good if a turrets range has been increased if the turret does NOT FIRE.Yet this still remains



Call me a fool but our grop droped several turrets and new bases with the blind hope that maybe just maybe things had improved i the GCW only to see in that very evening that we shoudl have known better .0-14 how many times must this player base hear that the turrets are fixed and post over and over again they are not untill a programer fixes and Runs them thru internal testing and CONFIMRS this ?



Delte me if you wish but untill I get a answer I will post this over and over again on all 5 account I have access to untill this get address .There is simply NO excuse for this poor of QA 9 months so manyfailedfixes.


Strel
Tue Mar 16, 2004 11:31 pm
#13

Great faction base changes, something that has been looked forward to a VERY long time! Well done on that.



Not bad carbineer changes. Some advice though. Carbineers do still need something of equal value to the other two professions in terms of weaponry. It simply doesen't match right now. They as of yet still don't have a stun weapon for example, and they're damage typically is very low in comparison. Just some more carbines, to at least challenge the recent riflemen (dxr6, T21), and pistoleer (genosian stun pistol, others) weapons.


Additional status effect changes: dizzy needs slight re-design. Today I was buffed and fully armored and ran into someone unbuffed, and unarmored. I was prepared, ready to go. I let the bullets fly, but then got hit by a dizzy and a knockdown. I was down on my back the whole time, every time I hit stand it would say "you are so dizzy you fall down". There needs to be a limit to the number of times you fall down, or something. Here's some ideas on how to re-design this, not NERF, but a simple idea for a mild re-design. I think you'll find it reasonable.


http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=84855




Strel Samodelkin, Colonel in the Imperial Army

Belaya Gvardia, Sunrunner's Elite Imperial PvP

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