Jedi Archive

Thread: Next Patch Hidden (Nerf) fix Coming

Rinviero
Mon Oct 03, 2005 6:38 am
#92






KiIIgore wrote:


Before you come on here claiming we are exploiting, this was never an issue for 2 years


My only issue here is there is no warning of this.






lol you are funny....


This has been the TOP issue for the tailor profession for 2 years.


How do you equate the 2 years notice of being no warning???

GlargTheKelfn
Mon Oct 03, 2005 8:51 am
#93



Angamarth wrote:
As a crafter, if you payed millions for tapes, why would you risk decaying them? My weaponsmith clothes don't leave the house, ever. You don't need to wear your +25 ws experimentation clothes to check your harvester or stock your factories.




you forgot: houses are broken now and mobs can come right on in and kill you anytime they spawn on your house.

quite often i have to send my alt to my crafter's house to clear out the red gubbars... been like this for at least 4 patches now, and as usual, no one cares..




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

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RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

Amdangles
Mon Oct 03, 2005 9:30 am
#94

Clothing repair tool ftw. Or has everyone forgot about these?



-Ikeemm Ozzisx- Crappiest Jedi on Lowca

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ocili
Mon Oct 03, 2005 9:36 am
#95

where did you read about this fix?



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blademaster30
Mon Oct 03, 2005 9:43 am
#96






Angamarth wrote:

As a crafter, if you payed millions for tapes, why would you risk decaying them? My weaponsmith clothes don't leave the house, ever. You don't need to wear your +25 ws experimentation clothes to check your harvester or stock your factories.









Stormzz / Thunderzz / Rainzz
Scoooter
Mon Oct 03, 2005 10:14 am
#97






blademaster30 wrote:





Angamarth wrote:

As a crafter, if you payed millions for tapes, why would you risk decaying them? My weaponsmith clothes don't leave the house, ever. You don't need to wear your +25 ws experimentation clothes to check your harvester or stock your factories.











LMAO



Yeah i fyou are a crafter you do not risk it.


Basically anyone who saw the 0 cond clothing was keeping mods, a light bulb had to have registered...."If 0 cond clothes means it's dead the CA's should be"


I have always proteced my CA modded clothes and will continue to do so. I have suspected they eould fix this eventually over the last 2 years. I will not be suprised and it was very easily forseen







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GlargTheKelfn
Mon Oct 03, 2005 10:16 am
#98

common sense says if the clothing or armor is 0 cond, you should be able to remove the sea's. but this game has never been based on common sense




\ Shuggoth's Sugar Shack of Loot /
\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

Hastur - Human Jedi | Gnomely - Sull Spy | Shuggoth - Wookie Slave / ShipWright

RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

ZinaTheMaker
Mon Oct 03, 2005 10:47 am
#99

this is far from a nerf. it is something that should have occured a long long time ago.


the problem can be derived from 2 main sources. SOE, and the playerbase.


first off, SOE is at fault for allowing 0 condition clothes to be wearable/equippable and for the mods to function for almost 2 and a half years.


second off, the players are at fault for using such items. people say,"well if i had known that it was going to be like this...i'd have ADKd it..." thats about as poor of an excuse as i've seen. those of us who have taken good care of our items won't be effected by this fix. those who were careless and those who tried to "exploit" the system will be.






Zina
Best served chilled
TXwarrior
Mon Oct 03, 2005 11:16 am
#100






p897t98 wrote:
Oh no ! The mods that dont work wont work anymore




LOL!!!..........



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eclipse galaxy
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heading to WOW, moonrunner server






mistereous1
Mon Oct 03, 2005 11:17 am
#101






ZinaTheMaker wrote:

first off, SOE is at fault for allowing 0 condition clothes to be wearable/equippable and for the mods to function for almost 2 and a half years.




I partially agree with you. SOE should never have allowed them to stay functional in the game...that being said. At what point does something like this transcend what was originally intended...in other words, you left it broken so long that it's now a part of the game. There needs to be some sort of compromise...but that would of course be assuming that the powers that be care about their player base *taking the opportunity to swipe out against the (lack of) direction of SWG*.




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KRAKEN666
Mon Oct 03, 2005 11:41 am
#102

all this will do is lead to the use of adk's and then the nerfing or eliminating of adk's. would make much more sense in letting master tailors un slice the clothes and retrieve ca's when the clothes go to zeroas a line of income. would make them a fortune in a short time.

Message Edited by KRAKEN666 on 10-03-2005 11:43 AM

Iawalein
Mon Oct 03, 2005 11:42 am
#103

This "nerf" or "fix" (whichever you may call it) was already "fixed" for wookies. Their clothing won't work at zero condition, so expect that this WILL come.



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Rinviero
Tue Oct 04, 2005 3:06 am
#104






Iawalein wrote:
This "nerf" or "fix" (whichever you may call it) was already "fixed" for wookies. Their clothing won't work at zero condition, so expect that this WILL come.





Now I did not now that.... With that in mind I assume it's just a matter of time

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