Game Guides Archive

Thread: Friday Feature November 24th – New Loot: Skill Enhancements

AudioOrgana
Fri Nov 26, 2004 6:36 pm
#40

Very nice, especially the names.

AO
ARC_Casper
Fri Nov 26, 2004 6:55 pm
#41

New artwork would have been nice instead of painted stimpacks. but eh i guess they are ok. I would have just liked skill attachment rate increased instead of these I think.




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
Slayermat2
Fri Nov 26, 2004 7:09 pm
#42






Redguard wrote:

My only question is why?


What is it about being part of the crafting community which makes usa second rate players. I realize that my response to this keen idea is my own baggage but I assure you that there are other players out there that have invested the time and resources to serve the community but feel the same as I do. Why do we have to haver loot dropped on our heads.?


If you want to drop loot on use then you need to make it able to be reverse engineered. All players regardless of profession deserve the right to get something out a new feature. While it may be wonderful for my crafter to have these items there is going to be little opportunity for me to use them as I spend very little time fighting. Even if you did some kind of skill enhancement temp buff for crafting the majority of the reward would go to the players that took the risk to get the item. Not neccessarily unfair but you would be throwing into the game another advantage for the wealthy crafter who could afford such items.


I'll admit that I think your heading in the right direction but my problem with loot is that i don't think it's been all that well thought out. You have to weigh thebenefits of instant rewards against the consequences of impact on crafter.







Read here.


http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Concept:%20Loot%20Revamp


kgmkiorys
Fri Nov 26, 2004 7:37 pm
#43

i wonder... will there be some skill enhancers that allow crate autopulling?


More seriously TH, does the dev team really think it was so important that it should have gone live before any correspondant issue? Do the big guys really think we want more and more bugs err... features?


I know you are here to win money and not to do what we want, but if you want to win more money from us, maybe you could try at least to make the effort to fix what you broke in the first place. This crate autopulling is the best example of how illogical your decisions are made. Should we be a professionnal customer and not a crowd of individual, you would be sued for not holding your schedule, and false advertising too.


So please, think twice next time some guy come with a "i've got an idea for new features", one doesn't build a building on ruined basement.



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RankorCity
Fri Nov 26, 2004 8:15 pm
#44


Usually, by now FF's are up to more than just barely 3 pages....


I wonder....Is the playing base now broken? Do they just not care anymore? Have we lost all total faith in the devs to deliver?


Kind of like "Eh, a FF....So how about WoW?"


Tiggs last post about "Whats coming up next week" was met with the same apathy.


Congrats. You have finally broken the proverbial camels back.


Edit: I am not a smuggler, but these skill enhancement "act" like spices....They should have been smuggler crafting schems, and NOT loot....

Message Edited by RankorCity on 11-26-2004 09:17 PM



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darkblane
Fri Nov 26, 2004 8:50 pm
#45

wow not one post asking will there be any for jedi lol


this sounds like a realy good idea



Virtarak Rocknal - TKM/Master Artisan (pre nge) now CL88 BH
read my profile for his bio
Redguard
Fri Nov 26, 2004 9:27 pm
#46

Definately a step in the rigt direction. That's what i get for neglecting to check the forums. When is this loot revamp due to come out?



Given the choice between style over substance. I'll take a sandwich.
Commanderjrp
Fri Nov 26, 2004 9:30 pm
#47

Very cool stuff, could make hunting much more interesting


One question though: Are there any plans to increase house/player inventory size to let ushold these goodies?



Redua Hylian
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Champion of Valor
ARC_Casper
Fri Nov 26, 2004 9:59 pm
#48






Slayermat2 wrote:





ARC_Casper wrote:

New artwork would have been nice instead of painted stimpacks. but eh i guess they are ok. I would have just liked skill attachment rate increased instead of these I think.







Read here


http://starwarsgalaxies.station.sony.com/content.jsp?page=publish%2011-3


And here


http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Concept:%20Loot%20Revamp








Ya thanks read those already, that is about the whole revamp, my comment was about the new skill enhacments.





Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
Slayermat2
Fri Nov 26, 2004 10:34 pm
#49






ARC_Casper wrote:


Ya thanks read those already, that is about the whole revamp, my comment was about the new skill enhacments.








My bad. I read "new artwork" as meaning paintings and the like. Thats what I get for reading to fast and not "listening" to the context of the sentance..
ARC_Casper
Fri Nov 26, 2004 10:39 pm
#50






Slayermat2 wrote:





ARC_Casper wrote:


Ya thanks read those already, that is about the whole revamp, my comment was about the new skill enhacments.








My bad. I read "new artwork" as meaning paintings and the like. Thats what I get for reading to fast and not "listening" to the context of the sentance..










Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
KaiRaene
Fri Nov 26, 2004 10:44 pm
#51

TH, a maskscent buff makes no sense. With 3 pieces of modded clothing someone without master scout can get well into the safe range. Doesnt maskscent cap at 125 anyway? I find that it usually breaks more often on me when I am at 133 than at 119 maskscent mods. Will these be useable by anyone without the /maskscent command? These will frankly be as useless as medical foraging seas.

Change them into poison/disease resists. Makes way more sense... Well, it would make more sense for the wilderness profession(Scout/Ranger) to have natural resists to diseases and poisons but hey... thats just my crazy thinking... lol

Look at it like this... Anyone can kill a spider or bol. Loots disease or poison gland. Give loot to rangers or scouts and he then can use it in a new schematic to make the loot. Perhaps make them experimental with Master Ranger being able to get the most out it in regards to duration and resits level. Make them use Advanced Dispersal mechanism so docs and artisans get their piece of the pie. Cant make them in a factory since each loot item has a serial on it. That way you dont get guys running around with crates of them all the time instead of getting the coveted doc resist buffs.

Lets face it.. if I can make a high tech field base out of metal bone and hides I should be able to make a antidote/resist item out of a poison gland. Place these schematics in the empty as hell trapping line of Ranger. After all, the traps made there are the envy of modern armies... lol.



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Cuality
Fri Nov 26, 2004 11:25 pm
#52

thrown weapon accuracy and speed buffs? are you trying to make me cry?




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