Droid Engineer Archive

Thread: DE Goodies for Publish 6

TheRealTK421
Fri Jan 16, 2004 11:04 am
#14






Drashk wrote:

...aren't 100% guaranteed to make it out with the patch.


I find this particular statement to be very worrisome.


TH is still trying to find out some info about a few of the concerns I had about the patch notes.


What are those concerns (or are you not allowed to share them with us)?


There has been a major outcry coming from some of you for information about the Droid Invasion.


Just to clarify...does the information below constitute the "Invasion" or something that's just leading up to a bigger push? I think it would be good to know.

[snip]



As I said, TH is still trying to get us a bit more information, such as how many modules can be installed in the BLLs and Protocol droid and clarification about the Socket Cluster fix, but I'm sure that shortly after the patch hits TC we will know this answer.


It's nice to hear that we'll see all this stuff go live in about 2-3 weeks. For me, personally, this update kind of constitutes a 'non-update'. It really doesn't affect me all that much (and I suspect the same will be said by other MDEs).





/bow

Respectfully,





TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Bearalag
Fri Jan 16, 2004 11:08 am
#15






Droid_Engineer_Rho wrote:
Thanks for the info, Drashk.

It's GOOD to see that BLLs will finally have some use, advanced versions at least... And basic protocols being able to do something can only be a good thing.

In my opinion, it is now kind of important to press for changing the hard caps on module functioanlity. Right now, 110% is a hard cap for medical modules, 10 is a hard cap for item modules, etc. etc. With the removal of the cluster -> socket problem, the problem is drastically mitigated, and I would probably be willing to lobby for removing hard caps altogether! But to be realistic, I think we now need chassis-specific hard caps for module values.

Let a BLL have a 20 or 30 item cap. Let a surgical droid have a 125% medical cap. Let a MSE courier have a 200 slot data cap. etc. etc. etc.

*sigh* I know, the database...




Those are excellent Ideas, sort of silly a BLL can only carry as much as an MSE. And a + for Surgical Droid Medical Capability would be excellent as well. I barely sell any Surgicals most people would rather buy the R2 Medical Droids because they hold more modules.




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Ackis
Fri Jan 16, 2004 11:09 am
#16

Hmmm would it be possible to have the BLL hold 6 modules (2 clusters) and the adv BLL to hold 9 (3 clusters)... that way adv bll could have med, storage, data, 4 crafting, and repair...


While they're making changes to the BLLs, what about armour balancing? The adv BLL has 3 armour slots... could they make an exception that would allow me to make an adv BLL with 3 lvl 6's have say 90% heavy armour? It's not a combat droid, but people would want to buy it just because it has uber armour, and crafters would want it so it doesn't get destroyed easily...




Imperial Captain Ackis Losackego - Über f335h

FooGuevara
Fri Jan 16, 2004 11:09 am
#17

Great.

They're fixing things that should have been fixed in Beta.

I'm really glad about that, but I'm really underwhelmed that this is ALL they're going to do this publish. This publish has been the touted as the 'promised land' for DE's, and the only reason I didn't cancel my account two months ago when they announced the January DE love.

Ok, now that they're adding modules to the BLL's, who in the hell is going to pay to buy one, since it provides less functionality than an Adv MSE, and requires 100x more resources.

Oh well. When the publish hits the servers, and this is all that's included, I'm gone.



___________________________________________________________________________
Fu'Bar~Master Droid Engineer~Intrepid
Droid and Powerup vendors located at 4177,5237 Tatooine
Proud Citizen of Geigen City
Yep, I STILL make droids.
Ackis
Fri Jan 16, 2004 11:12 am
#18

Drashk, push for all types of chassis' to be added in this publish.


As well, what will happen to droids made using the exploit? They will go poof right?




Imperial Captain Ackis Losackego - Über f335h

Kollos
Fri Jan 16, 2004 11:13 am
#19






Warrhawk wrote:

I hope very soon we see stimpack, or repair packs for droids. We would see more people using our droids if that was added to the game for us.





While this is a great idea at some level, I doubt we'll see one. The Probot is already extremely difficult to kill - I have a friend who isn't even a Master of an elite combat profession who solos Enraged Rancors with one of mine - so giving us the ability to heal one could very well be overpowered.


Maybe if this new stimpack couldn't be used during combat... that might work.


At any rate the important thing for us to all focus on here is that we ARE making some progress. While this might not be the big patch that everyone was hoping for, it's more than we've ever seen in a patch in the past. And this time some of the stuff we're getting is actually stuff we have been asking for. So don't knock it, folks, it's a start.


Like I said... baby steps first. We'll learn to run later.




Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

OsarpAdoo
Fri Jan 16, 2004 11:16 am
#20

I agree with Kollos. The new improved Probots ARE harder to kill. I was able to easly solo a mountain squill with mine, and his HAM only went down by 50%.


Also, if the Dev's do indeed eliminate the camp requirement as discussed on TC, then rotating probots like i do now will be that much easier.




OA
Master Artisan
Master Droid Engineer
Flurry
MachineZed
Fri Jan 16, 2004 11:17 am
#21

I feel good about the fixes. Granted most of these were easy fixes, but they are fixes.Soon it will be time for Gorantoth to actually remove some issues. Hooray



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X Machine'Zed X

Obsidian Dagger Squadron

Drashk
Fri Jan 16, 2004 11:19 am
#22

Just an observation here, but I find it interesting to see some peoples reactions after having asked that bugs be fixed first, before new content is added.I also find it interesting to see that people were hoping new content to be added, even though the community has voiced that it would like to have more of a say into what is added.Yes, many of these items should have been addressed in the first months after release, but unfortunately Player Cities, Mounts, and Vehicles took center stage.Those three items have changed the way that many people play SWG.


Everyone really needs to keep in mind that none of our issues are going to be fixed overnight. New content takes a long time to develop. I've made my thoughts clear to TH that communiction is a major issue, especially in regards to items such as the Droid Invasion.A lot is happening right now and the only advice that I can give everyone is to be patient.There are no quick fixes to our profession.






Making SWG more Star Warsy. One droid at a time.
Icarus-6
Fri Jan 16, 2004 11:20 am
#23






Ackis wrote:

Drashk, push for all types of chassis' to be added in this publish.


As well, what will happen to droids made using the exploit? They will go poof right?







Doubtful. My guess is that a droid doesn't record the modules it holds, just the end effect (so it records that it holds 10 items, not that it has 2 level 4 storage modules).


Recording the exact modules within the droid would take up more database space andwould probably have caused Bad Things(tm) to happen when people were putting a dozen modules into a droid by cluster stacking (exceeding database field lengths). If the cluster stacking didn't cause DB problems then it would have been jumped on much earlier by the programmers since all those extra modules take up precious database space.





Tallin Rose
Master Droid Engineer
Starsider

At Tallin Industries we strive ever day to up our standards. Now, up yours.



Jawa-Sith-Lord
Fri Jan 16, 2004 11:24 am
#24

While we might have thought there would be more to this patch,




Progress is good.







Starsider: Stormwraith | Stormraven
Crazed Squirrel Productions for Movies



BriaArtisan
Fri Jan 16, 2004 11:25 am
#25

"There are no quick fixes to our profession.



change battery life from current 15 minutes to 60



that *is*a quick fix that would make ME and my CUSTOMERS happy






Neol Elch'Fi
Master Droid Engineer/Artisan/Merchant

Fully stocked Droid Vendor at Echo Base on Tatooine 3080, -7330
BH Seekers/Arakyd Probes/Med Droids/Combat Droids/Batteries/Stims
Kollos
Fri Jan 16, 2004 11:28 am
#26






Ackis wrote:

As well, what will happen to droids made using the exploit? They will go poof right?





They've demonstrated over and over that they don't do that, Ackis. I understand how much you hate the bug and the people who exploit it, but face it, their droids are not going to go poof.


Given SOE's history, it is far more likely that they would take steps to preserve the functionality of all those droids - after all, the end user might not have known whether or not the droid they were receiving was an exploited droid. Some Droid Engineers simply used the bug to get around the need for level 6 modules by putting in a pair of level 4s instead... and that's something that the end user cannot detect.




Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

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