Doctor Archive
Thread: TC Changes on the 6th
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Merrin
Thu Aug 07, 2003 1:19 am
#1
Test Center has been updated with the following fixes:
Fixed a problem where sometimes when entering a house with an entrance fee your character would enter the 'Ghost World'
Fixed a problem where the sponsor for membership guild menu would not always work.
Fixes a problem with POI's spawning underneath the water on Naboo.
Fix for ticket prices not appearing in default color scheme on the travel terminal UI.
Fixed a problem where no one in a house but the owner could equip things in their inventory.
Fix for a problem where Smugglers can slice things on the floor of other people's houses without their permission.
Fix to make missions given by CorSec Sergeant on Corellia completable.
Fix for some missing or floating mission objectives.
Medic fix so that the enhancement timer resets upon death.
ix for ticket prices not appearing on the travel terminal when in the default color scheme.
Fix for disappearing PA halls. They should no longer disappear after begin placed.
Fix for datapad sometimes associating wrong waypoint name with the waypoint.
Fix for /find sometimes pointing you to a terminal in another city instead of to the closest terminal.
Fix for crafting tool crashing when trying to craft some items.
Increased the distance at which you can be from your target when it dies and still get xp for it.
General pass to melee, polearm, and two handed sword action costs
Reduced the amount of damage by 75% when fighting in PvP
If hit while knocked down the player will take 50% more damage
Knockdown costs have changed so that it can no longer be spammed.
Positives:
-PvP has been effectively Quadrupled in length.
-Medic classes will be able to play a more significant role in PvP.
-Wound damage(aka Disease) will have a far more significant impact on PvP, increasing Doctor Value overall.
-Timers are now reset on death for Enhancements.
-Zoning, including using a shuttle, leaving a house or city limits does not inexplicably cause Enhancements to prematurely expire.
Issues:
-While damage has been reduced by 75% heal effectiveness is still 100%. There will be cries for nerf in the future concerning "invincible medics".
-Along the same lines, the importance of Mind Damage has been upped, since one-shot kills(or any kills, for that matter) from action/health will most likely be a thing of the past.
-"Heal variance" is still an issue, which includes Stims and Enhances.
It seems like an overall "good" patch for all Medical classes. Two out of the three major issues with Enhances have been rectified, and healing is more "viable" in PvP.
Fixed a problem where sometimes when entering a house with an entrance fee your character would enter the 'Ghost World'
Fixed a problem where the sponsor for membership guild menu would not always work.
Fixes a problem with POI's spawning underneath the water on Naboo.
Fix for ticket prices not appearing in default color scheme on the travel terminal UI.
Fixed a problem where no one in a house but the owner could equip things in their inventory.
Fix for a problem where Smugglers can slice things on the floor of other people's houses without their permission.
Fix to make missions given by CorSec Sergeant on Corellia completable.
Fix for some missing or floating mission objectives.
Medic fix so that the enhancement timer resets upon death.
ix for ticket prices not appearing on the travel terminal when in the default color scheme.
Fix for disappearing PA halls. They should no longer disappear after begin placed.
Fix for datapad sometimes associating wrong waypoint name with the waypoint.
Fix for /find sometimes pointing you to a terminal in another city instead of to the closest terminal.
Fix for crafting tool crashing when trying to craft some items.
Increased the distance at which you can be from your target when it dies and still get xp for it.
General pass to melee, polearm, and two handed sword action costs
Reduced the amount of damage by 75% when fighting in PvP
If hit while knocked down the player will take 50% more damage
Knockdown costs have changed so that it can no longer be spammed.
Positives:
-PvP has been effectively Quadrupled in length.
-Medic classes will be able to play a more significant role in PvP.
-Wound damage(aka Disease) will have a far more significant impact on PvP, increasing Doctor Value overall.
-Timers are now reset on death for Enhancements.
-Zoning, including using a shuttle, leaving a house or city limits does not inexplicably cause Enhancements to prematurely expire.
Issues:
-While damage has been reduced by 75% heal effectiveness is still 100%. There will be cries for nerf in the future concerning "invincible medics".
-Along the same lines, the importance of Mind Damage has been upped, since one-shot kills(or any kills, for that matter) from action/health will most likely be a thing of the past.
-"Heal variance" is still an issue, which includes Stims and Enhances.
It seems like an overall "good" patch for all Medical classes. Two out of the three major issues with Enhances have been rectified, and healing is more "viable" in PvP.
Dumahim
Thu Aug 07, 2003 5:40 am
#2
Enhance fixes are nice. But the whole PvP change seems really really poorly thought out. It's going to make PvP combat very difficult for people who can't do mind shots.
EwokMuffin
Thu Aug 07, 2003 5:46 am
#3
/em does a little dance around the cubicle.
ENHANCEMENT TIMERS reset on death !!!! WHOO HOOOOO
Sorry, this one has been pi$$ing me off for WEEKS.
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