Game Guides Archive
Thread: Friday Feature Bonus: Understanding Skill Modifiers, Attachments and Enhancements
I also understand that the health encumbrance bonus on night sister shards isn't applied.
Now back to item repair if I still have your attention. I noticed that it appears three things can happen when repairing something:
1. Weapon is repaired to the current max condition minus 5%
2. Weapon is repaired to the current max condition minus 20%
3. Weapon is destroyed
The kicker is results still happen if the weapons current condition is greater then the best possible results, i.e. I have a gun that is 975/1000 condition it will either be repaired to 950/950, 800/800 or destroyed. This is kind of counter intuitive in that it's best not to take care of your equipment. If you clean your gun after every battle it should last longer. As it is now if you clean your gun after every battle at best you'll just destroy it a lot faster if not destroy it right off the bat. Which leads me to this
The chance of destroying an item appears to be equal across the board and takes nothing into consideration other than random chance. This should only be an option if the gun is severely damaged or say if the max condition has made it to under half of the initial max condition.
Thunderheart wrote:
LuthianP wrote:
I realise it is off topic, but when are the Top 10 Questions going to be finished????????
They are not on a schedule.
Once we get through some of the other key things, Ill post em, but there is no rush on those.
I'm sorry, TH. I normally hold you in very high regard for the difficult job that you have been tasked with, but I find this response to be VERY insulting to the player community and personally find it very unprofessional.
Essentially what I (and many others) are interpreting this as saying is that "Answering your top 10 questions is not important". Now, I realize that other things come up and will delay responding to these questions, however, to leave the communities hanging indefinatly is not a good thing. These people put a lot of thought and effort to compose their top 10 questions, an effort that was solicited and encouraged by yourself.
To then turn around and say 'I'll respond to these someday.. when I get around to it'.. without even putting a timeframe by which you expectto respond to them is treating us with a complete lack of respect.
I would not expect for issues to be resolved inside of weeks, especially if they require changes to the code, but to just answer questions shouldn't require months of delay. And I know several of the communities Top 10 question lists were submitted to well over a month ago.
Please, TH, treat us with a little more respect and professionalism and give us timeframe here that is better than 'later.. there is no rush', because I assure you, there are those of us who definatly DO feel there is a rush to get some of those questions answered.
-Jubey
Message Edited by Ashii on 03-02-2004 01:06 PM
I also agree with Cafa. you need to put a stop to the exploiters! people can download a program, set it a running in the borgle bat cave, and walk out of that cave 20 hours later with 50 million credits worth of tapes. Gamebreaking? Yes. Unfair and Exploitive? yes.
Off topic, people have been running 200+ fields of harvestors using exploits too. I've mentioned this to Taurin several times, and the basic reply is, we know about it, but we can't do anything about it.
I'd for once like to see people have consequences for wrongdoing. I know that human nature dictates that people will do wrong if they can get away with it. This nature is curbed by morals, religous beliefs, Consequences for actions, etc. But in a digital world the player is removed from those inhibitions and consequences and is allowed to become a sociopath, only doing good if he's forced too.
I have a few simple questions i would like answered for the guide i have been working on for a few months:
1.) are negative skill mod SEA's spawning for a reason?
The only reasons I can see they spawn are:
- the system created to generate SEA includes a variable from one extreme to another (i.e. -25 - +25)
- the system was purposely set up to give players a way to remove other unwanted skills from a previously inserted SEA to reveal a more desirable skill mod.
2.) Are SEA's with NO skill mods present supposed to spawn?
I see no relevant reason for these, It's been suggested these were originally meant for Jedi but currently do not reveal Jedi skill mods.
3.) will we be seeing a gradual elimination of SEA now that Chefs have Skill Mod consumables that are using up resources rather than continuing the ever ending credit pool?
I for one would just up and quit after spending 20 to 30 million on an Uber Setup for My armor which I have built once allready & am starting on version 2 now.
4.) When the Combat revamp comes out, Are any skills going to be eliminated or introduced?
Thanks.
Message Edited by QwiqShot on 03-04-2004 09:16 PM
Do you have proof of an exploit? Its not too hard to rent a bunch of lots or borrow lots from fiends.
HabeasCorpus wrote:
...Off topic, people have been running 200+ fields of harvestors using exploits too. I've mentioned this to Taurin several times, and the basic reply is, we know about it, but we can't do anything about it. ...
Khalaermol wrote:It's absolutely lovely that the inaccurate information has been recognized, but why on earth is the feature STILL up?What kind of message does this send to the player base, that the development team will post inaccurate information, admit that it's inaccurate and then LEAVE it up? The devs have concurred numerous times that a very small percentage of the user-base READ these forums, so what does that leave? A VERY LARGE percentage of the user base that WILL read that document and WILL take it at face value.
Why is it still up you say ?
lemme make this little mind game...
You are out there you want to start playing a new MMORPG, you check out the stuff you can about SWG, unfortunatly you can't go to the forums without an account, instead you just check out this nice friday feature thing the Dev's of this game has, surely that must be accurate info about how the game is, you like what you see, you go buy the game...
does that sound far fetched ?
just wondering
garvin wrote:
After Socketing second tape:
- Clothing peice with
3 free sockets <---No lost socket!!
+7 Artisian experimentation <---Conventional wisdom says I'd still have only +5!!
Anyone else try this and if so, do you remember the results? Is there some type of pattern?
More data.
Tonight I took a BE enhanced shirt with +17 doc skills and 2 slots.
I socketed a Carbine Aiming 3 (with something else 2)
this made the shirt into a +17 doc skills, +3 Carbine aiming.
Then I socketed a 2.1 million credit Carbine Aiming 7, Combat Medic Experimentation 7 skilltape.
this made the shirt into a +17 doc skills, +7 Carbine aiming shirt.
So much for preventing a stat by socketing it first. I'm 1 for 4 on skill tapes, I give up. They completely suck.
I'm depressed with this game. Think I'll cancell my accounts. Someone call me when the broken space expansion ships.
Message Edited by Propolis on 03-08-2004 10:42 PM
Will there be any more input from TH to give us hope of things being fixed? There seems to be more changes/new content on the way with Publish 7 but is there any chance of some fixes for SEAs making it into that publish as well??
UsalKela wrote:
This thread appears to have gone very quiet. Besides the ranting about the content of the Friday Feature (which I still think described very well how things should work) I hope enough information/links to other threads detailing the current shortcomings of some of things like SEAs have been provided.
Will there be any more input from TH to give us hope of things being fixed? There seems to be more changes/new content on the way with Publish 7 but is there any chance of some fixes for SEAs making it into that publish as well??
Not for 7 but I will address it as soon as possible.
I'll most likely work through the Core Systems Correspondent to understand what priority this is in terms of "top issues". In the meantime, I am investigatinghow much work it requires internally and when it might be scheduled for.
Tuck
Vorpak wrote:
I am just curious. How much would you say that yourself and the devs know about this game? A little. A lot? Cause that's pretty common knowledge.
Tuck
Yeah, you shouldn't be putting out guides to players on how things "should" work when you know (or should know) that they are broken, and you dont' even know if you can fix them.
That is just piss-poor organization and communication. It is really irresponsible. And frankly, if someone follows your guild and losses an item becuase of it, they do have a legal claim when your CSR's inevitably refuse to reimburse them.