Force Sensitive Archive

Thread: LOL SOE HAS DONE IT AGAIN!

MisterHinan
Fri Aug 05, 2005 12:51 am
#27

I am soooo glad I banked my xp... hehe... good job sony...



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HavykOusrik
Fri Aug 05, 2005 1:50 am
#28


Deathmound_lostdog wrote:


Warryyr wrote:


Deathmound_lostdog wrote:
fix grenades? grenades arnt broken... you 'sploiters are. Commandos need grenades to work just the way they do. I vote for perma-death for jedi.


Grenade use for FS xp is NOT EXPLOITING.

Grenades give Combat xp.

Combat xp can be converted in the Village for Force Sensitive xp.
POINT OUT THE EXPLOIT.

Did people get MORE Combat xp out of each grenade thrown than they should? No.

Did people get MORE FS xp from Combat xp than they should have? No. The ratio was 3:1. Nobody "exploited" and got a 1:1 ratio, or anything.
People played the game according to the mechanics dictated by the game.

There was NO exploit using grenades. None, not even a trace. NADA.
Using grenades for FS xp was not an exploit, it was an extremely efficient means of getting FS xp, and it has now been made inefficient.
Stop using the word exploit if you don't know what it means.





An eploit is taking advantage of a bug in the game to give a player an unfair advantage. now you tell me how you taking advantage of an unforseen flaw in the game mechanics in order for you to grind at a faster rate then a player PLAYING THE GAME AS INTENDED is not an unfair advantage. True in this case it is not that much of un exploit but is a ditry low down trick. For lazy people that dont want to actually play the game and enjoy the content. There is soooo much going on in this game that many of you dont knwo about because you NEVeR leave the Effing MO. Did you know that there are hidden dungeons and caves in this game that drop uber/rare loot? No? not surprised...




Are you kidding me? You think grinding with nades to get combat exp is an exploit because you grind faster than other people?

EDIT: Just for the record, for the year that I've played SWG, nades have always been combat xp, prior to that, I'm not sure, but using nades sure as hell isn't an exploit.

Message Edited by HavykOusrik on 08-05-2005 03:51 AM



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Havyk Ousrik - Light Jedi Padawan
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1010110111001110011100010010110111011 Havyk- Ranged extraoirdinaire

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HavykOusrik
Fri Aug 05, 2005 1:54 am
#29

ROFL, the only time I used nades was 1. pre-CU, 2. after I had cappped on all my weapons xp, and this was when I was in a guild group, so it's not like it impacted you. Quit crying.

EDIT: I finished my FS grind (the xp part) 2-3 months ago, so this nerf doesn't inflict with my gameplay.

Message Edited by HavykOusrik on 08-05-2005 03:55 AM



0101011100000101110010011111000001010
0101011100000101110010011111000001010
Havyk Ousrik - Light Jedi Padawan
0100100001001101101011011111000011000
1010110111001110011100010010110111011 Havyk- Ranged extraoirdinaire

0010111111101000100011011101011011011
0100100110111110011101100101000001001
0010010010011001100000101000011111100
\\\\\\\\\\\I Jacked Derins Sig///////////
Athenian
Fri Aug 05, 2005 2:18 am
#30



Amplexus wrote:
To the people who don't have a problem with this because they have banked all the XP they need, I wouldn't be surprised if the Devs made another change to becoming jedi that eliminates all that banked XP. Let's say, for example, the requirements to become jedi were to master 30+ professions then that changes while you're on profession 25. Too many people are getting jedi's under that system, too easy, so it's time for a change. OK, so I have to give up my dancing tailor template. So they implement the village and the FS conversion stuff. Too many people are getting Jedi under THAT system, so time for another change...everyone is crying for a true quest based system. They would give you something for the millions of banked XP that are useless in the "new" system, right? Maybe you could have your first quest given to you for free and you get to start at quest #2. Maybe a hologram of a jedi for your house. Features yet to be discovered.
And is it just me, or does it seem like most of the people who are saying "it's about time" already have a jedi?





This is something that has crossed my mind as well. Better get your skill boxes now if you haven't or you might get screwed if the xp needed for a box rise.



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Unika
Fri Aug 05, 2005 2:21 am
#31

Does the DANCE OF JOY!!!

Nades are fixed YAAAAAAYYYY Thank you force grinders that abused them enough to get em fixed lol. Sorry it took the combat exp nerf to get the devs to fix em, but WOOOHOOO bout time for some Commando Weapon love... Now if only we smugglers could smuggle.



Unika Starrunner

Master Smuggler / Master Commando

"ALL BADGERS MUST BURRRNNNNNN!!"

Smugglers in SWG History - As written by the Devs
HavykOusrik
Fri Aug 05, 2005 2:33 am
#32



Unika wrote:
Does the DANCE OF JOY!!!

Nades are fixed YAAAAAAYYYY Thank you force grinders that abused them enough to get em fixed lol. Sorry it took the combat exp nerf to get the devs to fix em, but WOOOHOOO bout time for some Commando Weapon love... Now if only we smugglers could smuggle.




You people are amazing, nothing was ever broken.



0101011100000101110010011111000001010
0101011100000101110010011111000001010
Havyk Ousrik - Light Jedi Padawan
0100100001001101101011011111000011000
1010110111001110011100010010110111011 Havyk- Ranged extraoirdinaire

0010111111101000100011011101011011011
0100100110111110011101100101000001001
0010010010011001100000101000011111100
\\\\\\\\\\\I Jacked Derins Sig///////////
Unika
Fri Aug 05, 2005 2:49 am
#33

Yes they were with an aggro range that was out of this world, incorrect ae dmg, and the nades were putting out dmg modified off the wpn you were holding not the grenade itself. Which to commandos means A LOT. To FS grinders .. sorry for the nerf, really truely am cause I was doing my village quests and waiting on the grind.. but as a Master Commando since 3 months after I started, bout dang time. Now might just say forget it.. and hope smuggler love comes soon.

BTW before commenting on nothing being broken... Master Commando. Then look at the grenade situation.



Unika Starrunner

Master Smuggler / Master Commando

"ALL BADGERS MUST BURRRNNNNNN!!"

Smugglers in SWG History - As written by the Devs
groundcrew
Fri Aug 05, 2005 3:01 am
#34


I don't want this to sound like a flme. just a tip if no one elcehas been doingthis yet.


save yourself some time a grind on dath. Go to the village with a group and hit critters 2k from the village. Grind about 200-500k xp or whatever and trade it in. This can be done andits actualy easy when you work together. Get one guy to pull every one elce runs defence.I pulled down almost 100k FSxp ( weapons ) in a few hours and we only had 4 people.

Message Edited by groundcrew on 08-05-2005 03:04 AM



Flakk Gun:Elder Ranger
Improvise, Adapt, and Overcome

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Kaylais
Fri Aug 05, 2005 3:46 am
#35

A change was needed to stop people from raking in tons of combat xp using 'nades (notice that I didn't use the word exploit).

But, it would have been far better to just make grenades give normal weapon xp. Afterall, they are just weapons.



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xavier1937
Fri Aug 05, 2005 12:18 pm
#36

Lol. Just my opnion but maybe before hand it was too fast. I have been playing since day one and up until two days ago i thought i had heard all and seen all but I had a jedi ask my what kindva of armor i was wearing. (it was RIS)


Now do you think that maybe that fellow grinded a little fast up the jedi tree? Or just didn't get out enough. Lol. He had the required badges for glowy and that was about it. I had to walk away.


Oh and i have no jedi account.



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XBranceX
Fri Aug 05, 2005 12:38 pm
#37






Deathmound_lostdog wrote:
fix grenades? grenades arnt broken... you 'sploiters are. Commandos need grenades to work just the way they do. I vote for perma-death for jedi.





I'm getting my Jedi during the next phase, and I've gotta say while I think Perma-Death is a bit harsh, something drastic has to be done to prevent Jedi from going wherever they want without the slightest fear of any *real* negative consequences.


A few of my ideas were to bring back XP loss for PVP deaths (Lower than BH xp loss), raise the XP penalty if killed by a BH, and if you're full template, skill loss (one box at a time) for "x" amount of deaths a week just so that they aren't necessarily off the hook. Of course, the Full Template penalty applies to grinding Jedi as well.


Not to mention, I thinkJedi visibility shouldadd a new twist - If youuseForce powers or your Lightsaber inpublic view, youare now TEF'd against any overt players of the opposite faction who happen to have seen it. Once the TEF is activated, nonew visibilty will begiven untilthe TEF wears off. For instance, if Iuse Force heal on my friend in front of two overt Rebels, they can now attack me. While I am fighting them off, another overt Rebel loads in. The third overt can not attack me until I gain a new TEF in front of him after my original TEF between the first two overts ends (And it can't endduringthe fight. Maybe include a small |i'm talking a couple of minutes| grace period before you can gain another TEF.) XP Loss if killed would be the same as my above idea of XP Loss returning to include PVP as well.


It'd really make you careful as to when and where you decide to grind, and make you think twice before you pull your saber out in the middle of C-Net .


Just some ideas, throwing them against the wall to see what sticks Feel free to comment as you will.



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