Game Guides Archive

Thread: Friday Feature Match 11th – Big Game Hunt!

GotBlueMilk
Sun Mar 13, 2005 10:44 pm
#92

Well, I'm really excited with the new direction the game seems to be taken, but I'm pretty bummed with the pygmy/giant additions to the bestiary. I understand new models are difficult and costly and the demand for new creatures and content is high -- but in a imagination-rich world like the Star Wars Universe, I'm disappointed with the sort of redundant backstories given some of these creatures. Escaped bio-experiments, etc., yawn. Beyond that, if you have to shrink some creatures to create new content -- again, yawn -- could you not tamper with iconic creatures like the rancor? The idea of running across "pygmy rancors"... well, isn't that completely contrary to everything we think of when we imagine the rancor? Oh, well.


And yeah, please, enough with telling us where everything is. In-game clues -- good. Waypoints -- bad. Not sure why this is still happening.



GotBlueMilk (-777, -4041)
"I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid... and I went ahead anyway." -- Crow T. Robot

On 9/11/05, Holocron posted: "In plain language, we believe that letting you know of possible changes so that you can affect them, letting you know exactly what is going to change and why, giving you details so you can try out changes in testing and make sure they go smoothly, and making sure that all changes are well-documented is critical to good service."
Sharkio
Sun Mar 13, 2005 10:48 pm
#93

Just to be sure, I took my ranger after the giant langlatch and the giant fanned rawl. Nope, nothing special for the rangers like I was hoping C'mon with the trophy heads already.



Sharkar Rio
DarkR
When I was young NGE killed my family...


This is the greatest case of false advertising I've seen since I sued the movie The Never Ending Story.

Do you know how bad you have to screw up to get computer nerds to leave a Star Wars game?
TheFightingCorcoran
Mon Mar 14, 2005 12:17 am
#94

Thanks Thunderheart.

No, really.

We really wanted 3 new backgrounds and some half baked creatures that took the imagination of a 80 year old man to make.

Can't wait for the next disapoi- i mean FF.




-Jedi Bounties-
Raptor Niloc- Master Imperial Fencer <EXO>
Death Watch Bunker Elite
http://www.imagedump.com/index.cgi?pick=get&tp=204276">Prey of the Raptor
The Imperial Machine

Muldoon- EXOskeleton Industries
http://www.imagedump.com/index.cgi?pick=get&tp=204277"> An Armorsmith You Don't Wanna Mess With

Rakos_Rokarr
Mon Mar 14, 2005 4:53 am
#95






TheFightingCorcoran wrote:
Thanks Thunderheart.

No, really.

We really wanted 3 new backgrounds and some half baked creatures that took the imagination of a 80 year old man to make.

Can't wait for the next disapoi- i mean FF.





well...devs have their orders from higher grounds..so dont blame them directly..blame SOE in general....and especially thier marketing team...




IGN Rakos
L33t Nubl3t
Mastered the Imperial Assasin Profession
RageGods
Mon Mar 14, 2005 6:10 am
#96


Okay, so I decided to check these out anyway even though I didnt expect much difference. I thought there could be some different loot or something. After only checking out the Rancor Pygmys and only going to 2 different spawns, Its not worth the time to check out more or even the other "new" creatures added. Im sure the other creatures are tougher. Anyways, here is my findings for Rancor Pygmys.


RANCOR PYGMYS
Description: Smaller Rancors like a mix between a rancor baby and rancor youth, same color as all rancors, no noticable difference.
My Skills: Master Ranger/Master Rifles
Planet: Dathomir

1000 -4500 Dathomir
Rancor Pygmys found: 2
Loot: 0
Hide: 277, 278
Difficulty: dead in 10 hits or less
Respawn: must be over 5 minutes (left after 5 minutes, no respawn while I was there)
Worth traveling to see: No
Worth hunting: No

Is this a big game hunt: No, takes 1 person. Probably even a master marskman or even tier4 weapon skills could do this.


7000 -6400 Dathomir
Rancor Pygmys found: 4
Loot: 0
Hide: 342, 342
Difficulty: dead in 10 hits or less
Respawn: over 5 minutes (left after 5 minutes, no respawn while I was there)
Worth traveling to see: No
Worth hunting: No
Is this a big game hunt: No, takes 1 person. Probably even a master marskman or even tier4 weapon skills could do this.


Rancor Pygmy Stats

H: 10,000

A: 10,000

M: 11,000

Armor Raiting: Light

Special Protection

30% Kinetic

30% Energy

60% Heat

60% Cold

60% Electricity

Vulnerability

Blast

Stun

Lightsaber

Acid

Aggressive: Yes

Stalker: Yes

Tamable: No

Hide Type: Leather Hide

Meat Type: Carnivore Meat

Deathblows: Yes

Ferocity: 10

Difficulty Level: 50

Special Attack 1: Stunning Strike

Special Attack 2: Intimidation

Base To-Hit: 0.5

Damage: 420-550

Combat DIfficulty: ***a rancor pygmy looks like instant death






ARC - All Accounts Canceled - 04/20/05
This game has no longer became fun for me. I do not see it ever getting better. Goodbye Tempest and Eclipse. Salute SiN Guild.
nefarious2
Mon Mar 14, 2005 7:08 am
#97

The greater dragon actually submerges itself in the shifting sands, and can use its ten powerful limbs to swim through the dunes.


Nice job, but one question, What happened to the other 6 limbs?


And if they can be sighted anywhere, why are they mainly in the graveyard, as that is where the older ones go when they know they are going to die?

Ok, thats 2 questions.



Khasper Wavingfly - Master Artisan/Master Bio-Engineer/Imperial Pilot - Naritus


"Are you threatening me Master Jedi?"
lund0529
Mon Mar 14, 2005 8:21 am
#98

The effort is really nice, but adding giant and small versions of existing creatures in the same old shells really isn't doing much for adding new creatures.

I was in a book store recently and ran across a book called "The Wildlife of Star Wars: A Field Guide" by Terryl Whitlatch, Bob Carrau.

http://www.amazon.com/exec/obidos/ASIN/0811828697/qid=1110813048/sr=2-1/ref=pd_bbs_b_2_1/103-8698752-6647014

I expected to open it and see little pictures of all the different things I see in SWG. Instead there were dozens of new things that have never been in game. Things that would be a great addition.

There is all kinds of this stuff at https://www.starwars.com/databank too. And its not just creatures either. It's characters, ships, droids, creatures, all kinds of material. You guys could give your creative people a week off, and just pull ideas from here. It's already Star Wars, all you have to do is put it in.

It's frustrating when you guys add stuff to the game that feels kind of half way done. There are so many things that can be so much better. I've done CH and BE and having the same creatures on so many planets with slightly different appearances but basically the same skin is kind of a let down. (I don't have the spellings but) Fambaa/Torton/Macloc; bageraset/falumpaset/gurnaset; huf dun/guf drolg/bol/bolma? etc.
nefarious2
Mon Mar 14, 2005 11:43 am
#99






Sharkio wrote:





nefarious2 wrote:

The greater dragon actually submerges itself in the shifting sands, and can use its ten powerful limbs to swim through the dunes.


Nice job, but one question, What happened to the other 6 limbs?


And if they can be sighted anywhere, why are they mainly in the graveyard, as that is where the older ones go when they know they are going to die?

Ok, thats 2 questions.







Hehe, not only are they putting in lame new content but they need to rip off Dune to even get any ideas






Was that the worm thing they carted in?Been a while since I saw or read Dune


But it was also stated in the "critters of Star Wars" book I was reading at barnes and noble last year. I didn't think of asking until I just saw the feature.




Khasper Wavingfly - Master Artisan/Master Bio-Engineer/Imperial Pilot - Naritus


"Are you threatening me Master Jedi?"
GotBlueMilk
Mon Mar 14, 2005 3:47 pm
#100






lund0529 wrote:
The effort is really nice, but adding giant and small versions of existing creatures in the same old shells really isn't doing much for adding new creatures.

I was in a book store recently and ran across a book called "The Wildlife of Star Wars: A Field Guide" by Terryl Whitlatch, Bob Carrau.

http://www.amazon.com/exec/obidos/ASIN/0811828697/qid=1110813048/sr=2-1/ref=pd_bbs_b_2_1/103-8698752-6647014

I expected to open it and see little pictures of all the different things I see in SWG. Instead there were dozens of new things that have never been in game. Things that would be a great addition.

There is all kinds of this stuff at https://www.starwars.com/databank too. And its not just creatures either. It's characters, ships, droids, creatures, all kinds of material. You guys could give your creative people a week off, and just pull ideas from here. It's already Star Wars, all you have to do is put it in.

It's frustrating when you guys add stuff to the game that feels kind of half way done. There are so many things that can be so much better. I've done CH and BE and having the same creatures on so many planets with slightly different appearances but basically the same skin is kind of a let down. (I don't have the spellings but) Fambaa/Torton/Macloc; bageraset/falumpaset/gurnaset; huf dun/guf drolg/bol/bolma? etc.





I agree wholeheartedly!!! I'm also frustrated with the fact that so many of the creatures/ships/locations/characters that have already been created for the Star Wars Universe aren't in the game yet. I'm not against the devs creating new things that have never been seen before, but I get much more excited when I see something that I've read about in a novel, seen in a movie or comic book. That's the kind of stuff that makes me feel like I'm part of this universe.



GotBlueMilk (-777, -4041)
"I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid... and I went ahead anyway." -- Crow T. Robot

On 9/11/05, Holocron posted: "In plain language, we believe that letting you know of possible changes so that you can affect them, letting you know exactly what is going to change and why, giving you details so you can try out changes in testing and make sure they go smoothly, and making sure that all changes are well-documented is critical to good service."
KapowBzapp
Mon Mar 14, 2005 8:57 pm
#101

Em, not to be a wag, but are the Aged Kimogila and Dwarf Kimogila supposed to have the exact same statistics?

Kimogila dwarf - CL 139, ferocity 0, force/dizzy, 20% medium armor, SP 35% kinetic, 80% energy/heat, 100% acid
Aged kimogila - CL 139, ferocity 0, force/dizzy, 20% medium armor, SP 35% kinetic, 80% energy/heat, 100% acid

They even seem to be the same physical size. Granted your bestiary doesn't actually assert that the dwarfs are smaller, just that they are "what some hunters are calling 'Dwarf Kimogilas'."

Maybe some hunters have confused vocabularies, and also reported the pygmy veermoks. These kimogilas are Dwarfs In Name Only. Which shortens to DINO, so that sort of fits.





JEDI: the Starbucks™ of SWG
Long ago they were cool. Now they're everywhere, and hard to tell apart.

New ability proposal:
/grabAndPull to get the Theed guard out of that banner

Grinding is for coffee. Nobody "forces" you to grind. You play by choice.
KapowBzapp
Tue Mar 15, 2005 1:49 am
#102


GotBlueMilk wrote:
And yeah, please, enough with telling us where everything is. In-game clues -- good. Waypoints -- bad. Not sure why this is still happening.
I agree , but remember that in the About Friday Features thread we have plenty of people asking for complete tables of where and from whom all the loot items can be found. There is an outspoken playerbase here that wants everything handed to them so they can get back to complaining that there's nothing to do as quickly as possible. If we want anything left as an exercise to the player, we have to be equally outspoken.

Hey Devs! Part of the fun of this game, or any game, is gradually figuring out how to succeed at it. Point us toward the prizes and let us find our own way.

Though I'll admit I'd love to read the "How 30 Super Battle Droids in one small Corvette room can be fun" design document that apparently exists somewhere.





JEDI: the Starbucks™ of SWG
Long ago they were cool. Now they're everywhere, and hard to tell apart.

New ability proposal:
/grabAndPull to get the Theed guard out of that banner

Grinding is for coffee. Nobody "forces" you to grind. You play by choice.
liquidGold25
Tue Mar 15, 2005 7:52 pm
#103

cool




Revs ~ Lowca
Rifleman/Pikeman
.: DJK :. Dark Legends.: DJK :.
Pretty Signatures are overrated, now cool quotes other people can use in their sigs, those are forever




SickSix
Tue Mar 15, 2005 10:42 pm
#104

any reason why Adolescent Krayts are harder to kill than regular Adult(Canyon) Krayts???


In Case you guys at SOE forgot, her is the Definition of Adolescence from merriamwebster.com:


1 : the state or process of growing up
2 : the period of life from puberty to maturity terminating legally at the age of majority
3 : a stage of development (as of a language or culture) prior to maturity


So an Adolescent Krayt should be between a Juvy and a regular Canyon krayt. not the same a freekin ANCIENT!!!



SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

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