Droid Engineer Archive
Thread: Here they are, TC changes so far (all schematics available now!)
It's the ONLY special item we droid engineers can get through quests currently. So it would be darn nice if it worked with next publish, yes?
Pooka wrote:
Any new on the Repair Tool fitting in the limited Schematic for the "Droid Tool Kit" yet?
It's the ONLY special item we droid engineers can get through quests currently. So it would be darn nice if it worked with next publish, yes?
I would not bet on it.
There is a great thread a player made about SEA's (check the Dev tracker - TH replied) and how many of the new reward schematics (the FWG from Jabba's Themepark, for example) have skill mods that don't even exist in the game anymore (left overs from beta, implemented eight months into live play).
I don't think they are on top things enough to think about that. It is odd though that there is a list of a half dozen or so "brand new loot" that is based on old, dead code that has never existed in live play. Actually, not odd - very, very troubling and sad.
Audio
Oh god... I started DE on day 2 after launch and haven't dropped any skills since. However, the one thing that might change that is this new resource list. Ok, adding 5 new general resources isn't bad... but give me a break... 14 new named resources?
So as a minimum, in order to craft everything we can... we need to carry the following (hopefully I remember this correctly... 2am right now, so please feel free to correct my errors):
5types of Steel
4 types of Aluminum
3 types of Gemstone
3 types of Extrusive Ore
2 types of Siliclastic Ore
2types of Fiberplast
2 types of Copper
1 type of Intrusive Ore
1 type of Reactive Gas
1 type of Inert Gas
1 type of Known Liquid Petrochem Fuel
1 type of Known Solid Petrochem Fuel
1 type of Polymer
28 different resources minimum. Given that 16 of these are new (the 19 new resourcescollapse into 16), that's more than doubled our minimum resource requirements.
Pardon me while I cry.
Drashk wrote:
I'm going to try to see if some of these can be changed to fall in line with current resource requirements or be removed entirely. 19 new resources to DE is a bit excessive when you consider that less than 2 dozen new schematics were added to DE.
Yes please.
Message Edited by Gorantoth on 03-02-2004 02:30 AM
OK - the new module types I can put up with. The fact we're getting combat astromechs I can (just about) put up with.
But that resource list is totally unacceptable.
The only thing I can say about it is that the Devs obviously took offence to all the 'we want to be a crafting class only' debates and have really screwed us over this time. They've decided we've whinged enough & have decided to teach us a lesson - "You want to craft only? Right well you're going to have to use a LOT of specific resources then" appears to be their attitude.
I'll wait for the two publishes to come out& then decide but if that resource list is correct then I'm packing in SWG. I've only ever seen Extrusive ore TWICE on Infinity sincelaunch and neither wasthe new stuff we're apparently going to need. I didn't even know there WAS a Keschel Extrusive ore!
Looks like we're going to have to travel to Dant & Rori too - if I'd wanted to travel I'd have become a BH (seeing as we don't have space craft yet...)
Sorry - no - all of that lot does not an enjoyable game make. Thanks forf*** all.
Droids: Added a couple of new resource attributes to be tracked during seeker droid (both types) crafting, to fix a 0% durability issue preventing players from changing an attribute during crafting.
Droids: Fixed an issue that caused you to be unable to experiment on your droid pet's HAM bars
Droids: Change the scaling on the super battle droid
Droids: Adjusted the levels of crafted combat droids
The super battle droid is on the Corellian Corvette quest (and was probably the art they had ready for the first version of the Droid Invasion).
Will be interesting to see what Probots are like now with these changes.
Obo_alCan wrote:
Today's TC hotfix notes
Droids: Added a couple of new resource attributes to be tracked during seeker droid (both types) crafting, to fix a 0% durability issue preventing players from changing an attribute during crafting.
Droids: Fixed an issue that caused you to be unable to experiment on your droid pet's HAM bars
Droids: Change the scaling on the super battle droid
Droids: Adjusted the levels of crafted combat droids
The super battle droid is on the Corellian Corvette quest (and was probably the art they had ready for the first version of the Droid Invasion).
Will be interesting to see what Probots are like now with these changes.
Ahh you beat me to it; however, what are they changeing to BH droids? Is there going to be an experimentation value that makes it better than another. I haven't read about this
AudioOrgana wrote:
Pooka wrote:
Any new on the Repair Tool fitting in the limited Schematic for the "Droid Tool Kit" yet?
It's the ONLY special item we droid engineers can get through quests currently. So it would be darn nice if it worked with next publish, yes?
I would not bet on it.
There is a great thread a player made about SEA's (check the Dev tracker - TH replied) and how many of the new reward schematics (the FWG from Jabba's Themepark, for example) have skill mods that don't even exist in the game anymore (left overs from beta, implemented eight months into live play).
I don't think they are on top things enough to think about that. It is odd though that there is a list of a half dozen or so "brand new loot" that is based on old, dead code that has never existed in live play. Actually, not odd - very, very troubling and sad.
Audio
I just have one question for all the dev regarding all their policies of the past, of the present, and of the future in regards to all professions, game systems, customers service policies, everything that has ever been in, was going to be in or will be in SWG....
WHAT THE *EDIT*?!?!?!?
since your hear Drashk
I was wondering what this is all about:
Message Edited by Plzurpilot on 03-02-2004 11:25 AM
I'll test what I can out when I get on, I think I'm about up to refinement 3. Anyway, check the webpage, new deeds and repair kit B up.
One thing I did want to mention, while that resource list may be too big, if you look at it right now there's no reason to use advanced components. If regular B's are healing over 200 pts per bar, and our bigest combat droid has 820... We should be able to mix and match regular/advanced stuff to get everything we need.