Game Guides Archive

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

CLab2021
Mon Mar 01, 2004 5:10 pm
#92

This is insane, he has the gual to come back to this thread, and completely ignore the fact that this is totaly garbage. If your comming in here to ask questoiins on how these things work TH, why not change the title of the peice of trash to


"We have no idea how these things work, we need your help signed the Devs"


99% of the people who posted in here asked you a question already...here it is agian...


What were you thinking when you posted this?





J.I.A.S.F.C
garvin
Mon Mar 01, 2004 5:14 pm
#93

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!!

This is very interesting, especially that you ended up with +7...I wonder if it's because you used 2 skill mods of the same value...I've tested this with skill mods of a higher value (the higer one being added second) and only the higher one showed up (the lower dropped)...and a socket was lost...


Anyone else try this and if so, do you remember the results? Is there some type of pattern?




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Mon Mar 01, 2004 5:22 pm
#94

I'm gonna go out on a limb here and guess that if they made the attachment with multiple mods, all of them are supposed to apply when used...ergo, bugged. As far as the stacking....that's obviously borked.


I'm not sure I'd go that far out on a limb just yet...If I was going to add an element of strategy to the game in regards to Skill Mods, personally I'd make multiple skill mods where the user had the opportunity to pick which attaches from a list...i.e. I can either go with option A or option B...where as a single mod SEA would only give me option A to chose from...


Having every mod listed on a SEA would be cool, but it seems like serious overkill...Why would someone need both pistol aiming and food experimentation in the same Mod? Or Throwing Accuracy and Droid Tracking?Droid Speed and Rifle Crawl Speed...some of the mod combos on SEA makes one think they are more meant to give the user a chance to choose which mod they get over getting them all...


Of course I wouldn't complain if we got them all...but I'd at least like to be able to pick and choose if we can't have them all...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Nester_of_Yavin4
Mon Mar 01, 2004 5:26 pm
#95






CLab2021 wrote:

This is insane, he has the gual to come back to this thread, and completely ignore the fact that this is totaly garbage. If your comming in here to ask questoiins on how these things work TH, why not change the title of the peice of trash to


"We have no idea how these things work, we need your help signed the Devs"


99% of the people who posted in here asked you a question already...here it is agian...


What were you thinking when you posted this?








While totally inapproproiate, and an obviously not constructive in the least to this thread... I laughed my ass off at this I hope I don't get fired cuz I can't do any work right now cuz I keep snickering...


ON Topic: (kind of)


When crafting Composite Armor, Reinforced Fiber panel and synthetic cloth is required for each piece of armor. Biological components are able to be entered into the construction of the armor, and currently show up in the skill mod window, but they are not active. Please when fixing the SEA system, revisit this aspect of the skill mod display to avoid confusion.



]\[ester Acier

Acier Industries

(2060, -4652) New Aldera, Tattooine

Cafa
Mon Mar 01, 2004 5:29 pm
#96






reininop wrote:

There have been a lot of negative responses to the current Friday Feature on SEA's and rightly so, but I still believe it was a good idea to attempt to explain them. It was irresponsible to post incorrect information though. I am not going to flame Thunderheart, that doesn't help anything. I do want these things to work and I do want someone to explain to me exactly how they are supposed to work, which is why we should attempt to keep things civil here.


I have a sneaking suspicion that these flaming boards do nothing besides anger the DEV's to the point of saying, "Screw you, if you all can't appreciate what we gave you, we won't worry about what you have to say."


Wrong opinion to have, I know, but nevertheless, the more we **edit**, the less seems to be done about it.


So anyway, the facts about SEA's have been listed many times on many boards, but here they are one more time in a nice list format!


1. SEA's seemingly only effect one skill at a time, regardless of how many modifiers they have.


2. The highest modifier is always the accepted skill in multiple modifier SEA's.


3. If your SEA has multiple modifiers of the same strength, either the first one listed, or the first one alpabetically will take

effect. Which one is true, I am not sure, I am leaning toward the alphabetical option though.


4. SEA modifiers that modify the same skill WILL NOT STACK IF THEY ARE ADDED TO THE SAME PIECE OF ARMOR OR CLOTHING.

Thiswas the most misleading part of the Friday Feature.


5. The +25 skill cap is not apparent in the skill mods window and may not be working properly if they are limited.


6. SEA's that have no skill mods attached to them do not do anything.


I hope I didn't forget anything.





I like to jab TH as much as the next guy, but some of you people seriously have no class whatsoever.


How about trying to be minorly polite in your criticisms.






- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
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and watch you die. -- Straker Atrella

CLab2021
Mon Mar 01, 2004 5:35 pm
#97






Nester_of_Yavin4 wrote:





CLab2021 wrote:

This is insane, he has the gual to come back to this thread, and completely ignore the fact that this is totaly garbage. If your comming in here to ask questoiins on how these things work TH, why not change the title of the peice of trash to


"We have no idea how these things work, we need your help signed the Devs"


99% of the people who posted in here asked you a question already...here it is agian...


What were you thinking when you posted this?








While totally inapproproiate, and an obviously not constructive in the least to this thread... I laughed my ass off at this I hope I don't get fired cuz I can't do any work right now cuz I keep snickering...


ON Topic: (kind of)


When crafting Composite Armor, Reinforced Fiber panel and synthetic cloth is required for each piece of armor. Biological components are able to be entered into the construction of the armor, and currently show up in the skill mod window, but they are not active. Please when fixing the SEA system, revisit this aspect of the skill mod display to avoid confusion.







Glad I could make you laugh, and yea I know ranting really doesnt get you anywhere, I have just had it up to here*raises hand above head* with Thunderjoke's nonsenical rambilings....


These Skill Tapes are teh hotness in the game right now, and people are spending there very hard earned(or duped) credits on them. And with this garbae the put out saying 'this is how they work guys' is completly irresponsible. Meh now Im getting mader....

Message Edited by CLab2021 on 03-01-2004 07:36 PM



J.I.A.S.F.C
Kylex
Mon Mar 01, 2004 6:00 pm
#98

TH, i got 2 nice links posted for ya on the front page of swg.stratics.com
AudioOrgana
Mon Mar 01, 2004 7:00 pm
#99






Thunderheart wrote:






MoridinTheSick wrote:


so that is telling me that when you use an SEA you get the bonuses of all of the attributes it has? The community has been under the impression that only one counts (like if you have a tape that has + to accuracy and + to speed only the higher one will take effect) Can you please clear this up?




Yep. I'm going through the questions and follow up now


I'll gather up the questions, but it may take me some investigation work to get to the bottom of some of it (which is my goal here). I'm hoping the thread can become more positive so I can work with the team on specific issues.


Specific questions and descriptions would be helpful.






  • What is the intention of "-1" or "-2" etc. labeled mods? For example, "Rifle Accuracy -1" as opposed to "Rifle Accuracy 1"? Is this intentionally put in as a "bad" SEA? Is it a mathmatical problem, or intentional (like a "critical fail")? These have been coming up more frequently lately.



  • Is it intentional or a bug when SEA's come up blank (i.e. no skill mods)? Again, is this a "crit fail" or simply a database creation problem?



  • Are you aware that aproximately 1/3 or more (as reported by my customers and my own personal experience) of these SEA's "poof" when applied to clothing/armor? As in, they disapear, leaving no bonus on the garment?



  • What is the intended function of multiple-mod SEA's? For instance, "Rifle Accuracy +5" and "Pistol Aiming +3" appear on the same SEA, yet normally only the first alphabetical mod is applied. Should both mods be applied, making it a bug, or is only one supposed to apply randomly?


Audio

OnlyOneShot
Mon Mar 01, 2004 8:25 pm
#100

This thread really shows why it's a bad thing to have powergamers that play the game and troll the forums all day.


Thunderheart took the time to assemble a small guide regarding skill tapes. Please remember that Thunderheart was never a developer of the game. Also, please remember that the Thunderheart does not have access to the developers 24/7 for every little question about the game he might have.


So, he posts this guide to try and help people out who may not have any idea what a skill tape is, or may have looted a couple and have no idea what to do with it.


Then you jackasses have to come in and try to justify your meaningless avatars ...


"How do I cram 2 +5 weapon experimentation tapes into a robe that my guild gave to me? I also added a +5 uber nerd tape, and because of alphabetical order, the weaponsmith tapes aren't sticking! Waah! Waah!"


Thunderheart may not understand the little glitches here and there concerning tapes combining and whatnot, so please respect that not everyone in SWG plays this game as religiously as you do. He already told you, he is going to get the answers to these questions as soon as he can schedule time with the appropriate dev. So, just sit back, and shut up.
Naufragus
Mon Mar 01, 2004 8:48 pm
#101






Cafa wrote:


How about trying to be minorly polite in your criticisms.







how about we just get some people on staff who have a freaking clue

RallyFire
Mon Mar 01, 2004 10:29 pm
#102


This is not a flame or a troll post but I'd like to point out something. I understand TH's position is difficult at times and there's many many things to take care of. People make mistakes it happens and I'm usually forgiving about it but I'd have to say TH dropped the ball on this one. I direct everyone to this link where TH is responding to a post about Skill Enhancements.


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=106718&page=1


First, PLEASE do not take this as a flame or troll. I just want to emphasize that's not what I'm here for but in all honesty TH you made a small boo boo. This post describes just some of the problems that Skill Tapes are having now and you must of been aware of this when you replied to that post.


I don't think it's such a big deal if you just edit the Friday Feature with some additional addons such as what are the current limitations of Skill Tapes, the different situations that can occur with multiple skill tapes in a piece of clothing/armor, and ways to avoid the problems.


If you just leave the Friday Feature as is, many people will just assume that skill tapes are working 100% fine and they're going to do stuff like stack four +1 Rifle Speed Attachments into a shirt and ask why they're not getting a total of +4. People will get mad and this will just lead to more trouble but there wouldn't be that much of a problem if you just ameneded the Friday Feature of these "Known Bugs" to avoid something like this. Ideally it would be nice if you fixed the Skill Tapes altogether but that'll probably take time and a DEV will have to look at it. So for the mean time TH please amend your Friday Feature. Thank You.
nefarious
Tue Mar 02, 2004 1:16 am
#103

SEA's the NEW Holocron. I've always wanted to pay 50k for a +1 Pistol Speed or 300k for a +2 weapon experimentation. Does this mean they are going to be more random spawns, or just where the campers are. And how about a broader range of #s as I got about 15 from the torton cave in the past week and they are all +1s if that, a few were -1s and they got the destroyed rather quickly.

A great way to implement SEAs, if possible, is when you open the loot spot, the system reads what you are, and drops a SEA to fit you based on a % roll to see if you get a skill specific drop, or a random drop. That would also help with the campers as there would be a greater chance of Heavy weapon speed +3 than a weapon experimentation +5.

Message Edited by nefarious on 03-01-2004 12:19 PM



Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
Everseeker
Tue Mar 02, 2004 6:32 am
#104

Here's an oldie, but a goodie....


Craft a bag. Do well.... Get 4 sockets on it

Get a +20 skill tape....

Place the tape in a socket on the bag


Can't be done. Placing any item on the icon for a bag places that item IN the bag and exits the loop before the "is this a skill tape?" If/Then has a chance..... (If it was even coded.....)
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