Smuggler Archive
Thread: Smugglers in SWG History as written by the Devs Vol. II
11-30-2004 12:45 PM
Introduction of Goliath, a Master Smuggler hired as an artist for SOE. Announced as a 'treat'
Tiggs wrote:
Someone stole my fun and glory by letting the cat out of the bag before I could post it *growls* but I wanted to start an official thread for you guys to introduce you to one particular Dev that is a smuggler also.
So everyone please give a warm welcome to SWG-Goliath!!
Paw of approval!!
Message Edited by Tiggs on 11-30-200403:32 PM
11-30-2004 12:47 PM
SWG-Goliath wrote:
hey folks. fellow Master Smuggler here
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=136215#M136215
12-02-2004 01:02 PM
Tiggs lets slip that smugglers will be getting combat changes with the Combat Upgrade. Says good things are to come.
Tiggs wrote:
maxtheusher wrote: Okay, now I know you guys have people to think about things like this for you and don't need me giving my suggestions but here it is anyway. Just give the Smuggler Community ONE single nugget of info about our future. It doesn't have to be major, or even something that you're definitively planning on putting into the game. Just one single solitary thought would both assuage some of our fears/worries, as well as give us something to actively discuss amongst ourselves, rather then sit here and fester into a roiling hostile mass. It's politics at it's best.
Hrm... One nugget of info *thinks harder* What about the fact that regardless of how much you show your teeth at me and growl I will still 3 you all =)
Seriously now, all I can really say is that you will get combat changes with the Combat Upgrade, we totally hear you on the slicing auto-pull issue and the other issues that the Correspondent sends in each month. Everything takes time, we all know you have been waiting a long time but good things are going to come.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=137009#M137009
01-28-2005 06:33 PM
Announcement of the removal of faction point caps. These changes went into effect Feb 10. Tiggs admits she knows it isn't what smugglers we begging for.
Tiggs wrote:
Ackehece wrote:
Profession Smuggler
- Smugglers no longer have an artificial faction point cap when buying faction points. The cap is their actual point cap. Signing up with the faction will make a larger bribery option available, and rising in ranks will increase the cap as per normal factional progression.
No typos there Folks! I know it isn't what you have been begging for but I am glad to be able to post that from the team. *hugs the Smugglers* Truce?
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=146772#M146772
Now deleted thread, fragment saved. Which Dev its quoted from unknown
?wrote:
"Smuggler revamp / non-combat profession upgrades The smuggler revamp is important and detailed design work starts on it and several other of the non-combat professions in January. We need the context of the Combat Upgrade to be finished though before revamping the non-combat professions completely. This doesn't mean we are not going to address critical bugs and issues with professions, see the next item…."
http://forums.station.sony.com/swg/board/messageboard.id=smuggler&message.id=147349&view=by_date_ascending&page=1
02-02-2005 09:00 AM
Tiggs admits that they havesmuggler communitiesideas.
Tiggs wrote:
Folks,
You have provided us with tons of feedback and changes on what you would like for the Smuggler profession already. Let us do what we need to and then we will post it to you and the other non-combat professions we are working on.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=147882#M147882
02-04-2005 10:44 PM
Devs 'open' GCW to PvE players. Insist they havn't forgotten smugglers.
SOETyrant wrote:
SmugglinZane wrote:
Some of you have seen my posts around here regarding the upcoming TEF changes. I finally recieved an answer to Tyrant regarding my concerns. Now either he totally missed the point of my comments, or anyone who wishes to play a neutral/civilian character, but still fully interact with the game is out of luck.
His words: It's a war (as in Star Wars). The choices are pick a side or opt out. (paraphrased, but pretty close.)
Not only do I find this statement a slap in the face considering I brought up players interacting beyond rebel/imp conflicts (meaning scans), but it's a bit condiscending to those of us it affects.
The saddest part to me, and yes I am reading into this, is that this is a telling preview of the revamp. If they will not allow neutrals/civilians to interact with Imperial authority, then any smuggling or scans are pointless. In otherwords, as I stated in another thread, this may be the death of the neutral Smuggler which is one of the most asinine things that can happen to this game.
If they are too busy revelling in the glory that some players are showering upon them to realise that their plans need some adjustment, then they're not as good as they seem to be as of late. Their claims that nothing is set in stone is yet another bit of misinformation or they are too full of themselves to think that they may not have thought of everything.
Yet another reason for the following statement. I play this game for the people I play with, not the game itself. When the game becomes more of a disappointment than being able to play it with my friends, then another account will be canceled.
>The saddest part to me, and yes I am reading into this, is that this is a telling preview of the revamp.
Of course your read is not fact, but speculation. All we are doing right now (simplified) is opening the GCW to PvE players so that significantly more people have access to that content.
We certainly understand that Star Wars is more than Rebels and Imperials. But this is the prime conflict that drives the Star Wars universe. We know we need other factions including a vibrant underworld.
We haven't forgotten about smugglers (like you would ever let us
).
Message Edited by SOETyrant on 02-04-200510:49 PM
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=148700#M148700
02-18-2005 01:53 PM
Feign death becomes a suicide button. Devs claim that the way it had worked, and the way its description said it worked, had apparently been a bug the whole time.
Tiggs wrote:
IF you were feigning you could never be incapped. Now you can =)
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=152587#M152587
02-18-2005 02:23 PM
Tiggs wrote:
Smuggler peoples,
This was a fix for bug that was/is happening. My apologies for the one-liner but it is a bit busy around here and I was trying to get you the information and juggle other things at the same time. At any rate, right now (on live) you can not be incapacitated while feigning. This is not as designed. We fixed this so that a person can be incapacitated while feigning.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=152546&view=by_date_ascending&page=2
02-18-2005 02:33 PM
JustG wrote:
The intention is that you can be deathblowed while feign-death(ed). If not this is essentially an invuln button for PvP.
This has been a long-standing bug that was fixed because of the impending GCW changes.
03-11-2005 09:09 AM
Smuggler In Concept documents given to WesBelden, smuggler corr. Tiggs sees about, and is given permission to post them for all smugglers to read.
Tiggs wrote:
Approval was received to post the documents to you! I will get to coding them right now and they will be posted on the "In Concept" forum. I can't stress enough to you that many of your questions can't be answered until the coding starts. Frustrating for you? Yes and just as frustrating for us because we want to give you the information. Sometimes coding changes the way we want to do things and we will just have to see what types of snafu's (if any) we run into.
I will stop blabbing now and get to coding those docs up. =)
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=159981&view=by_date_ascending&page=4
03-11-2005 09:52 AM
Tiggs wrote:
Posted! Please remember they are concept designs and not set in stone.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=159981&view=by_date_ascending&page=6
(no copy of actual documents availible, see below at 06-21-2005 date for details)
06-06-2005 12:20 PM
'Smuggler loving' stated to be coming soon.
Tiggs wrote:
Thanks everyone! =)
I was away at Fan Fest and didn't get a chance to post a reply. I do want to let you know that sometime very soon the In Dev area should be updated with some Smuggler loving. =)
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=184569#M184569
06-10-2005 04:03 PM
Smuggler updates delayed because "stuff happens"
JFreeman wrote:
Kylania wrote:
I appreciate the dev response, but it's the same line we've been getting for two years. "Soon". Till it's ON the Live Servers nothing any dev can say will make a difference at this point. They say it's "done", well, we can't see it or test it or use it. That's not "done" as far as Smugglers are concerened. As far as we know more Jedi fixes might push the Smuggler Slice fix back even furthur. Till than I guess as a Master Smuggler I'll keep slicing things for 3.45% (even though it says 8%) when it should be 16% I guess.
Thanks for saying Hi, but till my Smuggler can use the new system no amount of saying "it's done" or "Soon" will matter. I'd go tell QA to get their butts in gear if it's really done, coz all our anger is on the Devs at this point. It's not QA that's been promising "Soon" for years.
Ah, just to be clear: QA's not the hold-up. Sometimes we push features back that are "ready to be tested" because there are too many other features that are also ready to be tested. I'm just saying that's one of the sorts of things that can make it difficult to promise a precise date when things will be released. I'm not saying that is why the slicing changes aren't on live this very second. As far as I know, there is no hold-up with slicing: it is proceeding along "on schedule" so far. Even so, we still can't provide any exact dates, because stuff happens.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=186876#M186876
06-10-2005 01:35 PM
New slcing system said to be 'pretty neat' but no info on what the changes are.
JFreeman wrote:
Ramsey_Lanclo wrote: Fair enough... How about telling us _WHAT_ it is? There was an "In Concept" a couple months ago, but we've been told that it changed from that... How about letting us in on what's coming "soon"?
Ah. It's pretty neat. I'll recommend this for a Friday Feature when Tiggs stops by to yell at me for replying to a "PLEASE READ"-thread.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=186763#M186763
06-10-2005 01:27 PM
New slicing system reported done. Admits unknown when implementation will be.
JFreeman wrote:
The new slicing system is done.
Keep in mind, once a dev finishes a project like that, he checks it in. It goes into our version control software ... and we have little control over when it will get to you. Sometimes the developer isn't even 100% sure which publish his change will be in: the next one, or the one after that?
At that point, it's in for an upcoming publish with a lot of other stuff. Any of that "other stuff" could delay the publish. Or we could hear back from QA, "We don't have time to test that properly, so let's hold it for the next publish and give ourselves time to test all this other stuff." Or this could delay the publish itself. Or we could discover other issues with it in testing that cause us to sit on it for another publish, and so on. Really, anything could happen.
Most of the time, nothing bad happens, we haven't scheduled anything that requires more QA time than QA can accommodate, and what we check-in arrives on Live servers when it's supposed to. But this is just not something we can promise, so we try not to do that.
This particular torpedo has left the tube, but we can't say when precisely it will make contact with the USS Smuggler.
"Soon".
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=186754#M186754
06-21-2005
GreenMarine posts the new slicing changes. Differs from system outlined and discussed in In Concept threads. In Concept thread deleted without explaination.
(Reposted. Originals deleted)
GreenMarine wrote:
Smuggler New Slicing Changes!
The "cut blue/red wire" element has been removed from weapon and armor slicing.
While slices to weapon and armor will always succeed, each slice will add a small amount of customization points to the sliced object. Any piece of weaponry or armor may have up to a total of 100 points worth of slices. The better a slice is, the more points it adds to the item until it reaches 100 points.
However, the more customizations added to an item (the closer to a complete 100 points), the more prone to sudden breakage during use it becomes. The build up is very slow, but 100% customized items may break once every couple weeks.
These breakages may be fixed only by a smuggler with slicing skill equal to or greater than the weapon's customization level. A broken weapon or armor piece is de-equipped and cannot be used until fixed by a smuggler. Examining the item displays its customization level, its percentage chance of breaking (usually quite small), and whether it is broken or not.
Each item (weapons/armor) will have a set of customization categories. Each category will require a number of slices of increasing value in order to get the full value of the category. These slices must be applied in order. For example, a weapon will have a category called "Increase Firing Rate" which has a maximum of 4 slices, each of increasing quality. Each of these slices then has a cost and results in an increase in firing rate.
Here is a list of the new slices:
Weapons
Increase Firing Rate
Enhanced Damage
Increased Critical Hit Chance
Armor
Enhanced Resilience
Impact Deflections
Hardening (Crit save chance)
Armor Break Defense
06-23-2005 11:57 AM
After one day of testing on TestCenter, slicing system is moved to completely different, loot based system
GreenMarine wrote:
Weapon & Armor breakage has been removed. Removed for three reasons:
1) It was difficult to understand the breakage system.
2) It happened too often. Although it could be slowed,
3) it just wasn't fun anyway.
I've adjusted weapon slice bonuses and costs across the board.
Adding a crit chance should now be more of a worthwhile gamble. Certain combinations of slices are no longer patently better than others. Different types of slices should be more competitive. However, the numbers are still subject to change. Some slices will now require components to apply.
Slices are unlimited item upgrades. I don't believe they should be free. The breakage system was too harsh a penalty. Instead, I'm enabling plan B. There are 9 components used by the current set of slices. Components cover a range in rarity and the difficulty of location in which they drop. For example, rebuilding the firing pin (level 4 fire rate) or applying a feather trigger pull (level 3 crit chance) now requires a Delicate Trigger Assembly, which drops in Death Watch Bunker and Avatar Platform. We may have to tweak the drop rate a few times to get it right. This stuff should go to Test Center in a day or two.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=193343#M193343
06-23-2005 05:25 PM
Concussion shot and panic shot made nearly identicle.
Blixtev wrote:
Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.
Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.
Overwhelming Shot was non functional as well, it now works.
These changes should be rolling out to TC in a few days and should help the Smuggler in fufilling their Crowd Control role better.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=193929#M193929
GreenMarine Quits SOE
Jul. 19th, 2005|11:44 pm]
GreenMarine wrote:
I've left my job at SOE for a programming job at a new game startup here in Austin.... GreenMarine
http://www.livejournal.com/~breinhart/2005/07/19/
Jul. 25th, 2005|12:40 pm
GreenMarine wrote:
To the SWG fans.
Today I received this letter from a member of the SWG smuggler community:
-----
Hi GreenMarine.
Don't mean to intrude on your privacy, but this is TomoRainer from the
forums, pilot correspondent and long-time smuggler. You always felt like
something of a standard-bearer for us smugglers, like the one guy out of all
the staff who actually cared, so I'm sad to see you go--but doubly so that
your last interaction with us was on the "Plan B" slicing thread, one which
contained a lot of negativity. Negativity's nothing new for us smugglers,
of course, but some of the words directed your way, to the one developer we
ever saw trying to follow through on his promises to us--well, they're not
the kind of terms I'd prefer to part on.
Can't guess what you think of us rowdy bunch, but if you're interested in a
clearer picture of what you really meant to the smuggler community, I'd
recommend this thread:
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=214024
Anyway, thanks for all the effort you put in on our behalf. Goodbye, and
good luck wherever you're headed next.
- Ed
----
This is the response I sent him, which is also appropriate for the SWG community at large who were looking to me for certain changes to the game.
Wow, thanks for the email, I greatly appreciate it. I never felt
anything but warmth for the SWG community, the smugglers in
particular. The community-at-large was always very good at talking
about ideas with developers in (generally) a constructive and fun way.
My leaving SOE has nothing to do with the community and a lot to do
with the state of SOE. A new opportunity came up at the right time and
I felt I would be remiss not to pursue it.
I'm now at Fastlane Games, a brand new start up in Austin. In fact,
I'm the 12th employee. We have a contract with NC Soft to produce a
prototype for a new MMO. If that prototype is approved, we'll receive
full funding to ramp up for full time production. I'm still doing
design, but my job title is now Client Engineer. I'm focused on
gameplay implementation at the native code, instead of script, level.
I'll probably still get a chance to write content, etc, but I think my
heart has always been more with the code.
If our prototype process is successful, maybe we'll see Fastlane
develop a good community relationship based on the kind of open
communication principles we tried to develop at SOE.
Again, thanks for your email and the link to the thread. I'm sorry I
couldn't carry through on my work on SWG,
Brandon
----
Additionally, I have to say that all of the work I was assigned at SOE will be carried on. David White and Thomas Blair, in particular, are very intelligent designers with strong work ethics and a good since of community. I think you can expect them to bring a lot of good to the smuggler profession. Don't hinge expectations on a single designer. SOE has plenty of good designers to carry on the torch.
----
Oh yeah, just to clarify: "My leaving SOE has nothing to do with the community and a lot to do with the state of SOE." is not meant to be negative in regards to SOE, but more that I didn't really fit the company environment anymore. SOE Austin has grown quite a bit from the old days of SWG and I think I fit better in a smaller company.
----
One other thing! The poker bot programming project is a personal spare time thing. Not the project Fastlane is doing, of course. ^_^
07-26-2005 03:02 PM
Smuggler revamp once again postponed. Or moved to 'a longer term implementation'
Tiggs wrote:
Oracle74 wrote:
OK, so I've never made a post with the "DEVS:" subject in hopes of getting their attention, but I think I'm finally fed up with some of this stuff (after 2 years - if only all their customers were as patient as I have been...). The problem isn't that these bugs exist, per se, it's that there are posts everywhere, conversations in game, /bug reports, CSR tickets, etc. and they haven't responded, admitted, acknowledged, or presented a plan to tackle them. We are the clients here, and we deserve to know what improvements they're going to make to our paid service.
And we deserve communication, something that's been disgustingly lacking in the last 2-3 weeks. It is inexcusable the low post count for everyone, especially TH & Tiggs, especially the near-dead-silence that followed the last publish. It's astonishing that we tell them over and over and over and over that they need to communicate better, and they say "we hear you, and we agree. we're working on it" then they put out a publish and there are 1 or 2 posts in the first 2 days following a publish. HELLO!?!? Anyone home? "Do or do not, there is no try." Read our posts then click the little reply button. That's it. Tell us you understand. Tell us you're working on it, or that it's going to have to wait and that you're sorry but there's only so much you can do at once. Just tell us something.
And without further ado...
Chat tabs resetting on every character login. Since publish 19. This is not only frustrating and irritating, but IMHO it's slowly killing the game, as people have a harder and harder time communicating and end up logging out. Yes, it's possible to get around it and change tabs, but the defaults never allow for both tells and guildchat in the same window, for example, and changing it every time is unsatisfactory.
We are hoping to get this fixed with Publish 21. Keep watch on TC.
- When connection to SWG is lost and you are sent to the loading screen, it is impossible to reconnect without doing a total exit. Since publish 6-ish. This is time consuming and frustrating and has never been acknowledged or fixed.
This has been bugged.
- Premium and Flawless pearls are no longer dropping, only "good". Since the CU (at least). Altough the use of ADK's helps current jedi maintain high quality sabers without decay, new jedi are at a significant disadvantage - I dare you to find a new jedi with a 10 FC saber (that didn't get ahold of pre-nerf premiums). And while we're on the subject, why in the world have I been looting Krayt Dragon Pearls and Krayt Dragon Tissues off of dead imperials at high end bases?!?!
This issue has been bugged but is on hold until other bugs are fixed first.
- When switching between characters, your HAM bars get steadily farther apart, resulting in your force pool vanishing after only a few switches. Since publish 19. It's possible to even get your mind (and action eventually I guess) bar to disappear if you do it enough, and a total exit is usually required to fix this. Again, VERY time consuming for many and irritating for all.
This bug is on our list.
- Y-8 mining vessel cannot be used for mining, as mining lasers in the turrets don't work. Since ROTW release. In addition, the quest has since been borked and apparently no one can do it now. I'd love to use mine, but the requirement that you only have 2 decorated POB's keeps it grounded, as my yacht is done up for parties and my YT-1300 is done up like a smuggler ship. Way to go SOE, thanks for limiting my playstyle. I'm not yanking 75 items (though that number has apparently gone up with no fanfare or announcement) and redecorating my ship just to go "play for 30 minutes before dinner" in the space mining mini-game.
This bug is being looked into.
- Lag in combat, chat, email and even emote/spatial is attrocious, and getting worse. Since publish 20. It was like you flipped a "let's slow the server communication down 30%" switch when you released this publish, and it's getting worse. Loading in on a system with 1GB RAM should not take 3 minutes. And my framerate when I arrive at a new location is abysmal, even with 2 GB RAM and a 2.8 gHz processor with a Radeon 9800 Pro.
This isn't a bug. (not really a bug, but...)
- Smugglers still can't smuggle. Since release. Since PRE-release. Since... Mission terminals, space quests, slicing mini-game, bounty hunters.. the pieces are all out there, just put them together for us! Give me a reason to use my YT-1300 and give me a chance to be interdicted and fight or evade detection with a secret compartment.. And the new loot system is horrible. I was optimistic at first, but the fact that the components don't stack, the rarity of the high end items (ICB, Mandalorian Intraframes, etc.) is insulting.
We are currently focusing on fixing what is currently broke. New features will be move out to a longer term implementation.
- Bio-Engineer/Tailor skill mods don't work. Since publish 18. And while you're at it, can we get you to make those things applicable to all types of clothing so we can actually see some true diversity in clothes? I mean come on.. why on earth would I jedi choose to wear a hood-up cloak when it doesn't have the same +17 melee defense capability as a duster? Don't force us all to migrate to the only logical choice when it doesn't hurt to provide variability. This same argument applies to the speed of the new multi-passenger vehicles - they're so slow that they rarely get used (which is a good thing, because the next patch is going to render them nearly useless...). But I digress.
This bug is on our list.
Message Edited by Oracle74 on 07-26-200502:11 PM
Message Edited by Tiggs on 07-26-200505:04 PM
http://forums.station.sony.com/swg/board/message?board.id=generalgame&message.id=30796#M30796
07-26-2005 05:35 PM
Tiggs wrote:
WintheSmuggler wrote:
I wouldn't even say a revamp was postponed. Tiggs only mentioned "new features." She didn't say that the Smuggler's revamp was postponed. To do that would be to imply the promise of such a thing. Ever since Sept '03 smugglers have been strung along with hints and hopes of a revamp. All that's happened in that time was a new slicing system requiring rare loot drops that only elite groups can hope to find. Read the history of smuggling thread....
I'll hope that a revamp is coming when it hits TC and believe it when it hits live.
The devs have shown absolutely no credibility when it comes to the subject of a "smugglers revamp."
I didn't say it wasn't postponed either. All I said is right now the Live team is focusing on fixing what is broken and new features will be moved out to a long term implementation.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=215254#M215254
07-26-2005 05:43 PM
Tiggs wrote:
Chemistrius wrote: Honestly, this should come as NO surprise to any of you. SOE has no respect for you as customers, never has and likely never will. For them to even think that they do is an insult to our intelligence.
The entire team cares very much about you the customers and the game. The game is constantly evolving and we need to focus our energy on bug fixes and making the game more fun for a wider audience. That includes the present audience in that. We want to have more players for you to play with and I am sure you want that also. With this comes reducing the scope of our publishes so that we can make sure that publishes are cleaner. This doesn't mean that there won't be changes to professions or other content, it just means that bigger things are pushed out and given the time to be worked on that they deserve.
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=215262#M215262
(To be continued)
Nice recap. Very well done.
Now I'm going to go slit my wrists and sit in a warm bathtub.....
Ok, maybe that is a little extreme. Too bad there won't be anyone left to see the "To Be Continued" part.
Heh. I can still remember that many months ago somebody posted a very similar list about the Dev's comments on entertainers, AFKing, and recursive macros.
And just like this one, it made a very depressing read, because it just makes you realize how little credibility SOE's announcements have. And the good old "This is an MMORPG and things can change", while a valid point, has been (ab)used well beyond its breaking point by now.
sadly pretty similar to the first year, just different names.
DEVS: Hey Smugglers we got something really neato for ya!
Smugglers: sweet!
Devs: well it's coming soon, but for now... /breakrandomSmugglerSkill
Smugglers: well soon they said...
Devs: hey we were gonna fix that thing but instead we just pulled it.
Smugs: well...soon
Devs: We have lots of neat stuff in the works.
Smugglers: glee!
Devs: SIKE! /nerfRandomSmugSkill
Devs: Hey smugglers we are working on some new stuff for ya and will have it soon!
Smugs: uh..yeah /cringe
Devs: Well it went to TC and we butchered it. /BreakRandomSmugSkill
Smugglers: yep...
Devs: Hey Smugglers...
Smugglers: /twitch
It would be funnier if it weren't so true...
Kav wrote:
sadly pretty similar to the first year, just different names.
DEVS: Hey Smugglers we got something really neato for ya!
Smugglers: sweet!
Devs: well it's coming soon, but for now... /breakrandomSmugglerSkill
Smugglers: well soon they said...
Devs: hey we were gonna fix that thing but instead we just pulled it.
Smugs: well...soon
Devs: We have lots of neat stuff in the works.
Smugglers: glee!
Devs: SIKE! /nerfRandomSmugSkill
Devs: Hey smugglers we are working on some new stuff for ya and will have it soon!
Smugs: uh..yeah /cringe
Devs: Well it went to TC and we butchered it. /BreakRandomSmugSkill
Smugglers: yep...
Devs: Hey Smugglers...
Smugglers: /twitch
Moonkat wrote:
...I think all of us who stay are masochists.
I prefer rodian nipple clamps myself...
oh! was that my outloud voice?
Kav wrote:sadly pretty similar to the first year, just different names.
DEVS: Hey Smugglers we got something really neato for ya!
Smugglers: sweet!
Devs: well it's coming soon, but for now... /breakrandomSmugglerSkill
Smugglers: well soon they said...
Devs: hey we were gonna fix that thing but instead we just pulled it.
Smugs: well...soon
Devs: We have lots of neat stuff in the works.
Smugglers: glee!
Devs: SIKE! /nerfRandomSmugSkill
Devs: Hey smugglers we are working on some new stuff for ya and will have it soon!
Smugs: uh..yeah /cringe
Devs: Well it went to TC and we butchered it. /BreakRandomSmugSkill
Smugglers: yep...
Devs: Hey Smugglers...
Smugglers: /twitch
Reminds me of that scene in the Simpsons... when Bart was being secretly shocked by Lisa for taking the cupcakes in a Science Experiment. When he finally reaches for them again, he slowly falls to the ground and curls himself into a ball and is shaking. This is happening to us, except the Jedi step over us and take the cupcakes from us.