Game Guides Archive

Thread: Friday Feature Bonus: Understanding Skill Modifiers, Attachments and Enhancements

KzinKiller
Tue Mar 02, 2004 3:28 pm
#118


TH: In the meantime, shouldn't the Friday Feature text be changed so that it reflects the current system and not the ideal system?


QFE




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PadreBook
Tue Mar 02, 2004 4:30 pm
#119



garvin wrote:
The good news is that we have a dev tool that is almost finished and we'll be able to spawn the tapes and other skill enhances. This will make it easy for me to do some tests with the correspondents.
You already have the tool created and in play...it's the last loot pile in the borgle cave...lol...it's spawns tapes a plenty...





Darn you I was going to say that. Imagine on the private dev test server, TH just asks everyone to stop camping the cave so he can get enough to do tests with.

Padre
Waste93
Tue Mar 02, 2004 4:37 pm
#120

Funny thing is that it seems the players know the game much better than the Devs. The information about how skill tapes and such were working, or not working as the case may be, has been available on the forums for many months.


A quick check of the forums, CSR tickets, and bug reports would have shown this prior to them writing another guide that is factually incorrect.


Next issue is are you going to address Wookiees being gated from these armor attachments you spent all this time writing a Friday Feature for. You've written an incorrect guide about something a fair sized segment of your player base can not even use.





Colonel Waste - The Wookiee Crusader
Imperio59
Tue Mar 02, 2004 4:49 pm
#121

I'm assuming SWGLab is coming along well then TH? or is that unrelated to this new dev tool?




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TennTalbot
Tue Mar 02, 2004 5:36 pm
#122






Thunderheart wrote:


The good news is that we have a dev tool that is almost finished and we'll be able to spawn the tapes and other skill enhances. This will make it easy for me to do some tests with the correspondents.






I will give you 25mil for access to that Dev tool. LOL






Tenn (Jedi Hunter) | Trinn' (+2 Chef ) | Staven (+2 Armorsmith)
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J2xC
Tue Mar 02, 2004 5:54 pm
#123






garvin wrote:

The good news is that we have a dev tool that is almost finished and we'll be able to spawn the tapes and other skill enhances. This will make it easy for me to do some tests with the correspondents.


You already have the tool created and in play...it's the last loot pile in the borgle cave...lol...it's spawns tapes a plenty...








On that note, could the devs please reorganize where the good loot sea's are? That we can pick up some of the best sea's, and that at least 50% of each servers sea market comes from these 2 piles is ridiculous, especially when they can be camped with no risk 24/7.

Now if these loot piles were located at the bottom of the NS stronghold cave, next to ackva minx, it'd be a lot more of a challenge to get em



Kyris Iwo - Swordsman extraordinaire
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Stormkraken
Tue Mar 02, 2004 6:48 pm
#124






Kynin wrote:


Geta grip, if you wont do your job hire someone who will and just keep your title.





How do you know that's not the case already?



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Always Buying Panties! Paying 25,000 credits per pair!
SERIOUSLY, on the Radiant Server!
Thread Updated 04/06/04

TygerBlueEyes
Tue Mar 02, 2004 7:27 pm
#125

TH when that's tool is done can you spawn me a SEA thats +25 hiding from wife? lol






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Cafa
Tue Mar 02, 2004 7:44 pm
#126

TH,


I refer you to the auction I am currently winning for a SEA Artisan +10 experimentation tape:


http://forums.station.sony.com/swg/board/message?board.id=tempest_trade&message.id=16229&page=1


Then I refer you to Ana's thread about watching the person 20 hours plus in the Bat Borgle Caves and noting that he has amazing accuracy that could only be from a 3rd party program:


http://forums.station.sony.com/swg/board/message?board.id=Tempest&message.id=79571


I am probably going to pay close to 5 million before this auction is over. THAT TOOK A LOT OF CRAFTING TO GET! With the changes in experimentation hitting I see no recourse but topurchase this.


Do you really believe that fairness and the "no monopolies" policies were applied here? We document this stuff constantly. We tell CSRs we have screen shots. They tell us it's not proof. People do not as a rule have the artistic ability to bandy up screen shots. We do /reports. We call CSRs. And we get told there's nothing to do about it.


Grab Runesabre, show him Ana's post, pull the logs on this guy. I know you guys can do so if necessary. This is necessary. A CSR once rattled off to me everything I did in the last 4 days after looking at the logs of me helping someone to ascertain how many credits I wasted trying to overcome to tax bug. He was quite explicit in describing their ability to pull logs in a really important situations. People AFKing with 3rd party programs that let them loot faster than players is a game breaking issue. Not only can they out loot everyone, they stay online for days in a row doing it.







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Kaylin
Tue Mar 02, 2004 8:20 pm
#127

Back in the early days I was a Dark Jedi hunter, (when they dropped like 30 pieces of loot per) and picked up some pretty killer skill enhances. However I am unsure which of these work, so I'd like to ask before i try selling trading or modding anything.


+ additional pets

+ combat medicine use

+ one handed weapon counter attack (yes that is what it says)








Cmdr. Kaylin Danmor
Blade of the Alliance


Sevelon
Tue Mar 02, 2004 10:44 pm
#128



Thunderheart: A fewthings that the gaming community doesn't know about SEAs that would be important to clarify:


1.) What mods work and which ones do not presently:


Are all heavy weapons grouped under the 2 skill mods: Heavy weapon accuracy/ Heavy weapons speed (This would include all commando shoulder mounted/ LLC/ Flamethrower/ Acid Rifle)


Since only Teras Kasi actually get bonuses to damage in their skill trees, do other skill attachments such as: one-handed damage or two-handed damage actually give a bonus to the other respective melee professions


Do the mods: one-handed weapon counterattack, two-handed weapon counterattack, two-handed melee evasion, and one-handed melee evasion actually do anything since fencers do not get a counterattack skill, and there are SEAs with separate modifiers for counterattack and dodge


I understand bleed and fire resist were fixed to work recently, but what about poison and disease resist, and additionally are resist modifiers limited to +25 like other modifiers?


Serp - Rogue Leader


Ahazi



Sevelon
Tue Mar 02, 2004 10:48 pm
#129

Oh and TH....Grenade Experimentation and Grenade Assembly on SEAs, and the new demolitionist belt? Those mods can't possibly work......can they?
Nurani_ENT
Wed Mar 03, 2004 1:22 am
#130

This isa good exampleSOE is blowing it on SWG. You want constructive criticism? Find another job, you might be more helpful doing something else, as you don't seem to fully grasp what is going on here.



Holo - " there's something oddly satisfying about running a game people pay to hate"


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