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.
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.
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.
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.
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...
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
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
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
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
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.
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.
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.
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.
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.
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.
KapowBzapp
Tue Mar 15, 2005 1:49 am
#102
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.
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.
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.
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
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!!!