Smuggler Archive
Thread: Publish 11.2 is coming...and still no mention of the auto-pull issue being fixed...
It used to be that when you got to the stage in a slice where you chose to apply a clamp, or needed a weapon or armour upgrade kit, one would automatically be pulled from the crate. Now, they have to be manually removed.
Awaku wrote:
sorry, what is auto pull?
Message Edited by mrbleepbleep on 11-14-2004 06:10 PM
RandoQuin wrote:
lets stop whining about this insignificant issue. ive made millions without auto pull. i was sad for about 2 seconds when we didnt have auto pull. easy to get over. i dont care if they ever fix it. im not affraid to do a little work. everyone wants their hand held in this game. it sickens me. get over it.
Where I find you languange a little insulting, I understand the message... No-Autopulling is at most an annoyance, even if it is one that could probly be fixedwith little effort, I have gotten around mostly by putting the crates in my toolbar.
If they can fix it quick fine, if not I'd say we should focus on an issue with a little more scope, like say... ANYof the other issues in the smuggler Issues Spreadsheet.
RandoQuin wrote:
Yes, you folks are right. it was really late and i was tired of a lot of whining posts(un smuggler related).
it was a bit harsh. i know we've been neglected for so long and i understand that its going to be months until we get the love.
thats ok with me. im just fine with waiting. i understand that developing a game isnt easy. you cant just type in a few lines and the problem is fixed. theres always makeing sure one line of code doesnt unknowingly affect(effect i always have trouble with those two words) im sure auto pull is not one of the most important aspects that need to be fixed. i wouldnt care if they ever put it back in. who knows, maybe there really wasnt supposed to be auto pulling. players thought since it was in game first, thats how it was supposed to be. and the devs said "wait no, we didnt mean for it to be that way" so taking that away was fixing it which we took for granted.
who knows, perhapse we may get somethings fixed before our revamp. you never know what they are thinking for sure. we may get some small treats before our big day.
Heh..yeah. Something good is bound to happen, after this long any improvement is a good improvement![]()
Even the Icon we got was a welcome improvement![]()
Message Edited by Catmouth on 11-14-2004 06:47 PM
Catmouth wrote:
Why are we worried about a Smuggler fix/revamp. I mean the 8 I.D.'s per server deserve much more attention than a useful, creative, member of the SW universe...Why are we so upset?Actually I think it is going to be our 1000 day veteran reward is to get fixed HAHA
Message Edited by Catmouth on 11-14-2004 06:47 PM
actually i don't think that blaming other professions will help, especially a profession which has been neglected too much (i don't mind at all blaming Jedis
).
What we can notice though, is that they did get their revamp, they did get some specific content, they did get special interface. They did need all of this, whether they are StarWarsy or not, whether they are 8 or 800. That was the same with the Chef revamp, now they have become one of the most usefull profession in the game, which was a radical change from being completely useless (except for RPing). You could argue about how the dev's schedule is done, but not about their work. Those fixes for players cities and IDs are certainly usefull, the fact they were not expected, the fact that TH did promise us to fix this issue, the fact that we are getting really fed up with being ignored... all that would lead to more tension, and we want to avoid allienating other profession, if everyone stand sides with us maybe once we could be not only heard, but even answered.
RandoQuin wrote:
Yes, you folks are right. it was really late and i was tired of a lot of whining posts(un smuggler related).
it was a bit harsh. i know we've been neglected for so long and i understand that its going to be months until we get the love.
thats ok with me. im just fine with waiting. i understand that developing a game isnt easy. you cant just type in a few lines and the problem is fixed. theres always makeing sure one line of code doesnt unknowingly affect(effect i always have trouble with those two words) im sure auto pull is not one of the most important aspects that need to be fixed. i wouldnt care if they ever put it back in. who knows, maybe there really wasnt supposed to be auto pulling. players thought since it was in game first, thats how it was supposed to be. and the devs said "wait no, we didnt mean for it to be that way" so taking that away was fixing it which we took for granted.
who knows, perhapse we may get somethings fixed before our revamp. you never know what they are thinking for sure. we may get some small treats before our big day.
Excellent post Rando...many forum posters know when to swallow the pill you did, but it takes a hearty character to do so publicly.
Good job! 5 stars for you!
Solo4114 wrote:
I suspect the issue is not the individual problem of auto pulling (which, frankly, I'm unfamiliar with -- when I sliced, you had to have stuff out of the crates. And we walked to school uphill in the snow both ways with no feet.), but rather the "business as usual" approach that SOE takes. Telling players one thing, doing another, or just flat-out ignoring them AGAIN.
It's not that other professions don't have their problems too. I think it's safe to say that NO ONE is perfectly happy with their profession (which speaks to just how badly flawed this game really is), but smugglers have been getting shafted since time immemorial. To me, this isn't like a rallying cry issue (IE: "There will be no player to player smuggling ever. Sorry to tell you this almost a year after launch and to have strung you along the whole damn time..."), but is just another brick in the wall.
That says it all. It's been that way around here for a long time. It's easy to get caught up in the emotion of being ignored/lied to/deceived/strung along/etc.etc.etc. over and over again.
Bottom line is that the issue is not being fixed in this publish, and may not be fixed until our revamp, if at all. It will be hard as hell to get SOE to admit if it is in fact not a bug, but actually how it should work. I don't see much reason at this point to get too worked up over it.