Droid Engineer Archive

Thread: PATCH- Permadeath should be gone

Sode
Thu Sep 04, 2003 5:02 am
#1

In a patch that offered literally pages of changes, bug fixes... we got one line. HOW CAN THERE BE NO BUG FIXES?


By the way, our single change was announced in the creature handler section, I am going to be sick:



Creature Handler / Pet changes


Pets regenerate HAM damage while stored in the datapd.
Pets current wound/damage will be save even when the pet is auto-stored.
Pet control devices will not be deleted unless the user selects the DESTROY option.
After a faction pet is killed, the owner will get a message saying, "this pet is dead" if they try to use that pet?s PCD again.
Store button is on the Pet?s radial menu again.
Pets will not randomly decide to run back to the place from which they were called.
Destroying a PCD says "You have released your pet to the wild", unless it wasn't that kind of pet.
Non-CH's are limited to 2 non-aggro stored pets max (can still only call 1 creature pet, max).
Players who currently have pets above their allowed limit will be able to keep the pets, but if their pets die, get transferred, etc, they will not be able to fill those ?illegal? slots again. If they want a new pet, they will have to clear enough slots so they will legitimately have an available slot for the new pet.
CH's can store two creatures, in addition to their "+Stored Pets" skillmod
Aggro and non-aggro pets are not counted separately against the stored-pets limit.
Non-CH's cannot call aggro pets. Non-CH players who currently have aggro pets will not be able to use them. Unless they know the transfer command, they will be unable to do anything with those pets. if they do know the transfer command, they can transfer the pet to someone who is eligible. (see below)
PCD's cannot be transferred unless the pet knows the "transfer" command (this doesn't mean the pet has to be out, the pcd can still be transferred via the secure trade window)
Pet stats reduced due to vitality follow this formula:
75 to 100 = no stat reduction
50 to 75 = 25% stat reduction
25 to 50 = 50% stat reduction
1 to 25 = 75% stat reduction


Pet stats will never be reduced more than 75% due to vitality loss.
Pets will never permanently die due to stat reduction.
Droid pets will suffer vitality loss the same as CH pets do (instead of permanent death).
Creatures commanded to attack a target will actually attack it, instead of just running at it and stopping (happened with targets farther away that 50 meters)
Pets will not switch targets in combat unless commanded to attack something else.
Pets will switch targets in combat when commanded to attack something else.
Pets commanded to "follow" or "stay" in combat will stop fighting, and either follow, or stay, until commanded to attack something. After a few seconds, if the pet is attacked, it will defend itself
Pets will not stop guarding when commanded to follow or stay in combat (i.e. they will resume guarding after combat).
Training XP will be based on the creature's adult level rather than the current (baby) level.
Taming XP will be based on the creatures adult level rather than the current (baby) level.
/tellpet will work the same as "/say " or "/shout ", but without the spam.
Creatures won't "relearn" a name that they already know when being taught commands.
Pets will leave groups properly. If given the "group" command while already grouped, the pet will disband.
Added the "You cannot store for x seconds" message.
Changed the "release" command to the "store" command.
Fixed a bug that allowed CHs to call more pets than they should have been able to.
Typing /quit to auto-store your pets will no longer save them from death. The pets won?t automatically store as soon as you go link-dead, but instead will only automatically store when you actually logout. Any un-stored faction pets at that time will be flagged ?dead? and therefore no longer usable.
Added system message for releasing a pet.
Fixed bug that would not allow pet stims to heal mind damage when action and health were fully healed.
Fixed column and wedge formations being reversed on the train menu.
Fixed issues with various creature names displaying incorrectly.
Fixed issue where players would get xp for using maskscent against a pet.
Disabled DNA sampling from pets.

Snobus
Thu Sep 04, 2003 5:04 am
#2

Hey, don't complain. Droid vitality is a whole lot better option than perma-death. heh. Although, I agree. More should be done for DEs.
Sinistral
Thu Sep 04, 2003 5:11 am
#3

So, one more month untill our class becomes worth while? =/ If that... I dont post much but, I am a DE. Nice to see our useless Droids will take over with their 1 change this month!


Anyone else think that Master Droid Engineers should be able to call at least 2 Droids?

FujisawaSensei
Thu Sep 04, 2003 6:00 am
#4

Devs also have a knack for not listing every little thing they fix, so some things might be fixed/added and just didnt make it to the notes yet.



::::: Kagomi Mizuhara :::::
::::: Beta Testing for a console game since release :::::

Trafalger
Thu Sep 04, 2003 6:09 am
#5

Yea, SOE's documentation of all the changes they put into a patch is horrible. Who knows, Droid Customization could be working now...but all the modules could be broken again, we wont' actually know till someone logs in and tests it.





Trafalger - Master Droid Engineer - Bria Server
Owner Trafalger's Droids
HQ - Friend's Gathered Metro, Rori (2915,-699)
Moenia, Naboo (4766, -4063)
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Online: http://www.swgdroids.com
Old School BBS: telnet://bbs.swgdroids.com
Vyndice
Thu Sep 04, 2003 6:27 am
#6

Well the vitality is a fix, but a month ago droids couldnt perma die, so they basically implemented permadeath, added vitality, then took out permadeath...Our profession is obviously the last thing on the Devs mind. If it wasnt for vitality being implemented to make CHs happyI doubt wewould have that....This was my last month of waiting for the devs to show people in the DE profession some promise, they broke modules, then fixed them, then broke them, then finally fixed them, nerfed probots, and well thats pretty much it since release. There is no way Im giving anymore money to SOE for this product to justsit around "with hopes" that our profession will be made worth while, when it should have been worth while on release. Just one less master DE SOE has to worry about comin on their boards and bitching...so they benefit and I benefit from being able to save $15 bucks.

Horoto
Thu Sep 04, 2003 6:40 am
#7

Droid Customization is still broken. I want to color my droids damnit!



Horoto Otago
Master Droid Engineer 12 point Exp.
Master Artisan 12 point Exp.
Master Merchant
Mohi
Thu Sep 04, 2003 7:54 am
#8

Droids have vitality, wonderful. How is it repaired? Vitality packs from Bio Engineers? My Probot has some Vitality wounds, but the Vitality pack seemingly doesn't work. Droids should have a DE made Vitality pack, simple enough.



Mohi Sedo -- Kettemor
retired Master Droid Engineer/Master Artisan/Master Shipwright

now a Master Carbineer/Master Doctor and still a Pilot Goof Off
jcarlson34
Thu Sep 04, 2003 8:31 am
#9

___________________________________________________


"Droids should have a DE made Vitality pack, simple enough. "


___________________________________________________


I agree. How bout having the Droid Vitality pack be something a Novice DE can make? Maybe it will break up the MSE grind a little. Since I know the devs will get right on it... why dont they rename it so it makes sense too and call it a Droid Oil Change Kit or Droid Tune-up Kit instead of a Vitality Pack?



Cameo, Droid Builder/Droid Designer


Naritus - Shop Located South of Coronet at (-48, -5656)





Cameo - Droid Engineer | Shipwright | Artisan | Merchant
Proximo - Master Lightsaber Duelist | Force Dabbler
Octavious - Bounty Hunter | Carbineer | Pistoleer


Sketh
Thu Sep 04, 2003 8:57 am
#10

Someone needs to use a droid with a droid repair module in it on a droid with wounds, and see if that does the trick.


Also, need to try a droid repair kit... do those work now?




______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
KidKneeX
Thu Sep 04, 2003 9:14 am
#11

I see the light at the end of the tunnel. If you look at the patch notes, you see an innocent looking one liner:

Non-CH's cannot call aggro pets.

All your Cowardly Guerrick are belong to us.



Voxiss Torr

Nomad Droid Engineer,

Bria, Tattoine, Mos Taike
Sinjinsu
Thu Sep 04, 2003 9:19 am
#12

That's nothing new, non ch's could never call aggro pets, nor anything above lvl 15.



Sinjinsu Kurok

(gqqqqqqqWX9ggggggggggggggggggggg)

Ivom DarkStrider

Odwyn
Thu Sep 04, 2003 9:24 am
#13

Droid are Pets.. everything that said pets also effect droids..

how quickly people forget the only things that Holo ever says about DE's..



----------------
Talious Tobanis, Jack of All Trades, Valcyn
Avihog, Geneticist, Valcyn
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