Droid Engineer Archive
Thread: Some Major items cued up for Publish 7
Gribnitz wrote:
Drashk, can you ask them if they can make the talkie droids a little more interactive ? The only time they seem to talk now is during programming and during combat (or so I have heard).
Can't they add in new stimuli failry easily to get them to act like a "living" companion and give them some personality ?
Its all about development time. There is only a finite amount of time that the DEVs can devote to any given issue and still get around to hitting 32 different professions. The DEVs really are putting in a lot of time on DE issues, however there is only so much that can be done in the timeframe that they have. I would love to see more interaction from Humanoid droids, but if that interaction came at the price of losing a new module, would it be worth it? That is one of the biggest things that everyone needs to take into consideration when asking for X item. Would X item be worth adding if Y item is dropped from the Development plan....
Thanks for this clarification, really. More sales for you while none for usis the point. W-T-F?
fantoq wrote:
Sodan-droiddreamer wrote:
Drashky,
Any word on new droid chassis? Seems a bit odd that CHs keep getting new pets but DEs ain't gotten squat in the chassis department since the last beta.
To clarify from the CH perspective, we're not getting new pets, simply adding a mount module to two existing pets. For those few that still use mounts.
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
Kollos wrote:
Drashk wrote:
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.
Is anyone else totally baffled by what this is trying to say?Aren't the 2nd and 3rd sentences reversed with respect to current functionality?
Currently, a "great" result increases the result by 7% per experimentation point used (subject to the maximum) regardless of the resources used to craft the item. Which is exactly what the 2nd sentence says it's going to be changed to, isn't it?
It sounds to me like what they trying to move toward is a system where each experimentation point is worth, for example, 10% of the experimentable range instead of a fixed amount. Since non-Masters will not have 10 experimentation points, they will no longer be able to experiment items crafted with low(er) quality resources up to their maximum potential. Not that it matters, since items crafted with low(er) quality resources are practically unsellable anyway.
It also sounds like a nerf to all crafters. For example, if I wish to craft an item that has 2 attributes that I wish to experiment, I know that I do not have sufficient experimentation points to max them both out so I can use lesser-quality resources and not waste potential. Under the new system, if I am interpreting it correctly, I would have to use the best possible resources in order to get the best results out of my experimentation points even though I would know going in that I could not possibly use those resources to their fullest potential.
Am I misinterpreting something?
Oh, it will most certainly be a nerf. You will have to use better resources just to reach the level you are at now. Why? Cause now instead of only Malleability controlling the risk (read:chance of whatkind of success/failure you get), but now you have the OE(Overall Effectiveness rating) also controlling how much of a boost that Great Success or Amazing Success go up AND what the max effectiveness you can reach. It's like, "Here's another brick to hold you underwater."
Drashk wrote:
Here is a snipet from the Correspondents forum for Major items in Publish 7. This list only includes Major features and does not include any bug fixes that may or may not make it in with Publish 7
- Droid Damage Repair Kits and Droid Wound Repair Kit
- Droid Battery consumption rate halved (enabling them to last twice as long)
- Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
- Droid Combat module
Message Edited by JediKnightMark on 02-19-2004 09:28 PM
Def looks like a "snipet" to me.I wouldn't describe any of these things as "major features" that jibes with that the droid invasion was supposed to be. The only significant change is the combat module, which I think all of us DEs know is going to be terribly implimented and not worth the resources it takes to make. Strike two
SWG-Runesabre wrote:
The Droid Engineer changes (sometimes referred to as Droid Invasion) spans two publishes. Listed here are what's going in for Publish 7. Publish 8 will have additional Droid Engineer changes to wrap-up the total package.
So in what you said bellow can you remove the 1500 from the citys on placing lamps as they decay why pay 2 times for a like to make our city look good?
Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.
Kollos wrote:
It sounds to me like what they trying to move toward is a system where each experimentation point is worth, for example, 10% of the experimentable range instead of a fixed amount. Since non-Masters will not have 10 experimentation points, they will no longer be able to experiment items crafted with low(er) quality resources up to their maximum potential. Not that it matters, since items crafted with low(er) quality resources are practically unsellable anyway.
I think the publish notes for Pulish 7 are...wonderful. It reminds me of the old days of UO where things REALLY changed in an update, not just the tweaks and nerfs we have seen here to date.
Runesabre is the difference, mark my words. This is not devotion, its just the plain truth. This game needed a developer lead like him and now he's arrived cant you all feel the difference?
I absolutely love the new attitude, the new willingness to talk and feedback, and most of all the new willingness to LISTEN to us. Rune was always famous for actually listening. If anyone thinks he's just another red name, go have a look at the Image Design forum (of all places) and follow the link he posted there. Awesome stuff (and in case anyone wonders--yes, I do understand thet level of mathematics :smileywink![]()
This is the DE time in the sun, lets make it positive and get good things done..maybe not all we want ..but a lot can be done with a positive attitude.
Ok thats my positive bit - now a question or two
A. Is the repair module (I know the LE repairdroid is broke but nm) being replaced by a kit..cos it should NOT be. The repair droid is (should be) there to repair Black damage..it should remain so.
B. Is the famed Droid (lets keep it clear to new visitors) 'Droid Stimpack') Kit really coming? At last ?
C: Vitality? just an open minded question on this..can we get something here?
D: ok, the biggie..max 6 combat modules? Please not in an R3. Change the Probot at the very least, and have it have 6 combat module sockets..dont let us have fighting Astromechs please. Its just silly.
I've rambled long enough..but one thing is worth saying again..Runesabre makes a lot of difference.
Message Edited by Shian_Tavkin on 02-19-2004 09:29 PM
Sodan-droiddreamer wrote:
Drashky,
Any word on new droid chassis? Seems a bit odd that CHs keep getting new pets but DEs ain't gotten squat in the chassis department since the last beta.
To clarify from the CH perspective, we're not getting new pets, simply adding a mount module to two existing pets. For those few that still use mounts.