Yeehaw!

Grab a coffee or a coke, put your feet up and enjoy!
    Update Notes 8/13/03 Client Version 55186.22 This is our first large update. PROFESSIONS Armorsmith
  • Fixed a problem with the armorweave armor segment which prevented experimentation on it's special effectiveness.
  • Armor should be properly hueable now.
  • Fixed armor segments so that their special protection effectiveness properly corresponds to the armor set.
  • Crafters can now experiment on the special protection effectiveness attribute on armor segments
  • Special protection effectiveness is now falls under resistance experimentation. Integrity is affected by the durability experimentation.
  • Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
  • Fixed bad resource references on the advanced chemical dispersion and advanced padded armor components. They should now be craftable.
  • Fixed bug that added component armor values to the final object twice.
  • Fixed a problem with mind encumbrance using the wrong experimentation attribute in armor schematics. Weaponsmith
  • A weapon stock is no longer required on the DH17 carbines.
  • The minimum HAM penalty range on option weapon components has been reduced to zero. Therefore it is technically possible to experiment away all of the penalties.
  • The positive effects of optional weapon components have been increased slightly.
  • Fixed durability experimentation on weapon components so that it affects their integrity properly.
  • Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
  • Fixed a bug in the beam rifle which made it appear to be an acid beam rifle.
  • Added attribute examination to munition components as well as weapon and armor component enhancements.
  • Corrected bad resource references in several advanced components: Dispersal Mechanism, Vibro Blade Unit, and Chemical Dispersal Mechanism. Bio-Engineer
  • Fixed a bug in XP calcs when sampling from creature deeds
  • Added range check at end of sample time to prevent exploit
  • Can no longer sample from the rancor in the cage at Jabba's palace (funny though)
  • Reduced xp rewards when sampling from deeds
  • Allowed Bio-Engineer to sample from their own pets
  • Removed ability to sample from baby creatures. Combat Medic
  • Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected.
  • Fixed a problem with area stimpacks requiring Medicine Use. They should require Combat Medicine Use. This fix only affects newly crafted stimpacks, so old ones will still require Medicine Use.
  • Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time.. Creature Handler
  • Non-creature handlers will not gain creaturehandler xp now.
  • You must have at least a 15% chance of taming a creature to get the taming menu option
  • Reduced regen stats of baby creatures and pets.
  • Baby creatures will not attempt to follow each other
  • Pet control devices cannot be transferred to someone who is at their max-count for number of stored pets
  • Creature handlers will be able to transfer pets to non-creatureHandlers. The non-creature handlers will not be able to train the pet new commands, but they will be able to store them, call them, and issue any commands that the pet already knows. Note, only certain types of creatures, all fairly low level, can be controlled by a non-creature handler.
  • Pets can now attack creature lairs.
  • Fixed scaling bug with tamable creatures which resulted in too-small or too-large baby variants.
  • Pets will never be "death-blowed", but instead will suffer a reduction in max Health, Action and Mind in cases where they would have been death-blowed.
  • Creature handlers will not be able to 'call' pets that they would have no chance of taming
  • Fixed an issue with pets wandering around aimlessly in the midst of combat
  • Fixed an issue with pets bolting to the location they were called during/after combat
  • Removed the requirement for a creature handler to be within 30 meters of his pet in order to gain xp.
  • Added a system message explaining why transfering a pet fails Smuggler
  • Increased the damage and the action cost of the /lastditch smuggler attack.
  • Weapon slicing no longer has a chance of slowing a weapon down. It now properly speeds the weapon up. Droid Engineer
  • You can now get a more detailed Examine window on droid components.
  • Changed the armor integrity attribute to armor toughness
  • Added mechanism quality to the Examine window for droid deeds.
  • Removed personality chip ingredient slots from droids that don't talk
  • Added the surgical droid to the list of droids that do talk.
  • It is no longer possible to apply damage over time effects to droids.
  • Droid medic modules should now have a variable effect on medical wound healing, depending on what quality medical modules were built into the droid.
  • Droids allow a person to drag an item on top of their pet droid to store an item in it. (assuming that the droid has a storage module, of course).
  • Droid pets will die when incapacitated
  • Fixed a problem that prevented surgical droids from being used to heal wounds. Scout
  • Bigger camps now grant xp slightly faster than smaller camps.
  • The rate at which camps accumulate XP to award when they are disbanded has been increased.
  • You can now place camps in no-build regions (but you still cannot in city regions)
  • Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
  • Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
  • The mind pool damage done by the sharp bone spur has been decreased.
  • The ranged and melee defense debuff traps have been strengthened slightly.
  • Fixed the description of FX on a couple traps.
  • Attempts at scent masking against creatures should be more successful.
  • Scent masking should be much less likely to break against large groups of creatures now.
  • There is a chance that a creature that detects you while you are scent masked will attack you.
  • Improved mask scent's ability to make a creature ignore the player
  • Camps will now properly give XP. Medic
  • Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
  • Removed durability experimentation from medicines since medicines do not decay.
  • Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
  • Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
  • Added healing kill credit for medics that perform healing on same group combatants
  • Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
  • Added auto-wound select to tendWound if no wound is specified.
  • Fixed a problem that enabled revive packs to fire on a /healWound command. Merchant
  • Fixed an exploit where you could steal things from vendors
  • Fixed the max sale price on vendors being the same as the bazaar.
  • You now have to select "init vendor" from the vendor options after you place your vendor to activate it. Entertainers, Dancers, and Musicians
  • Added checks and failsafes to prevent getting stuck "performing" when not actually performing.
  • Added check when player joins group to make sure they are playing the same song as the group.
  • Added messages for /bandflourishes
  • New flourishes for poplock dance: Flourishes 5, 6, 7, 8
  • New flourishes for rhythmic dance: Flourishes 3, 4, 5, 6, 7, 8.
  • Fixed bug with /changebandmusic and band members that are not performing
  • Made /bandflourish on/off setting persist
  • Added status check for /bandFlourish on/off Artisan
  • Exploit fix for surverying, now if you sell back your survey skills and try to use a survey tool, it will ask you to reset your survey settings. If you abort this, the lowest setting will be used.
  • The survey UI will scroll to the last used resource in each survey tool
  • Survey Fix "here" icon rotation when inside.
  • Various visual & usability improvements to the survey UI.
  • Fireworks: Made all fireworks not loop after the first display of particles. ECONOMY Bazaar and bank
  • Make instant sales money transfers go player to player rather than through the bazaar (receiving the payment should be more reliable)
  • Update automated bazaar mail messages to contain more data
  • Add resource type name to auction name for resource containers
  • Enforced a timeout of 30 seconds for bank transfer window
  • Forced bank transfer window to close on other bank transactions Crafting
  • Many fixes to crafting experimentation were made. It should be working much better now.
  • Fixed an exploit where you could duplicate components
  • You now only get UXP on components that someone else made.
  • Made crafting/manf hoppers visible to players.
  • Creature lairs now have a "Search Lair" option. This option may only be used once per lair.
  • Searching a creature lair may now yield egg resources or animal samples. The eggs can be used for food crafting
  • Animal samples may be used in animal particle effects generator craftable by an artisan with Engineering I.
  • Fixed powerups to work properly when manufactured from a schematic. This means that they should function correctly when built in factories.
  • Added messages for when manf stations run out of ingredients.
  • Fixed manf schems & factory crates to display the attributes of their manufactured item
  • Don't let users try to activate a harvester without setting a resource first
  • Fixed "can't retrieve resources the first time" bug
  • Various visual & usability improvements
  • Fix default button on harvesters page
  • Fixed an issue that prevented certain powerups (stocks) from being attached to items they should have been allowed to attach to.
  • Send mail to player when their manf station runs out of power. Fishing
  • You can now examine fishing poles to determine their quality.
  • Made fishing more fun & interactive in stages "nibble" & "bite"
  • Added the "star rating" fish density & vegetation meters Housing and structures
  • Fix bug that was preventing characters from getting ejected from ramp edges
  • Players now get punted from a house when their access fee permission times out.
  • Structures under construction could get into a state where they weren't able to finish their construction - structures now detect this state, and fix themselves.
  • The default image on player structure signs has been updated from the bank/credits symbol
  • Adding banner like signs for over the door style addresses
  • There were some turret AI updates
  • Made public crafting stations immovable to regular folks COMBAT General Combat
  • Changed berserk to be a 75 point damage increase instead of double base damage
  • Decreased berserk costs slightly
  • Fixed double berserk spam
  • fixed berserk sometimes stopping combat loop
  • Modified unarmed special move damage modifiers to improve their combat abilities
  • Increased unarmed damage progression slightly
  • Increased melee1h damage for special moves
  • Fixed wildshot2 not working
  • Fixed melee2hlunge2 not having an animation
  • Fixed multitargetpistolshot not working
  • Fixed suppressionfire 1/2 not changing posture properly
  • Fixed acid rifle certification
  • Added xp bonus for non-damaging moves
  • Fixed fastblast combat spam
  • Increased power of bountyhunter/commando moves
  • Fix for xp exploit: Killing baby pets won't grant xp.
  • Bring /con messages in line with new colors
  • Fix fragmentation grenade blast self hit/miss
  • A fix went in for an exploit involving damage over time. Battlefields
  • Added error messaging to battlefield reinforcements so that you know when it fails due to lack of faction points.
  • You can no longer build battlefield structures outside of the battlefield perimeter even if it is in range of a constructor.
  • Added explosion effects to all destructible battlefield objects.
  • Fix problem with group ham bars all turning violet (or orange, now) Death and cloning
  • Fixed issue with player spawning in wrong room of outpost cloning facility
  • Respawn fx added. Grouping
  • Improvements to help deal with the bug where group members get removed from group chat at the wrong times
  • Fixed bugs with group difficulty calculations. This should also correct problems with the XP awards in groups.
  • Fix crazy group icon showing up in all the wrong places
  • Fixed group chat going away if anyone leaves the group PvP
  • Control of static factional dungeons now affects the status of control of the Galaxy in the Galactic Civil War. - The number of player-built factional HQs on the map now affects control of the Galaxy as well. - The side that is winning in the Galactic Civil War conflict gets a 15% bonus to all earned XP. - The side that is losing in the Galactic Civil War gets a 30% discount on the cost of all faction perks. - Reduced the cost of factional perks to compensate for the slower gain rate for faction points.
  • Fixed duels preventing secure trade.
  • Faction point caps are now variable for your aligned faction. The amount of faction you can have is equal to the cost to reach your current rank times 10.1. This means at the rank of Colonel, which costs 6000 faction to achieve, you can have up to 66,000 faction points stored up.
  • Made it so that you will get a faction enemy flag for attacking someone who is factioned, even if the attacker was a personal enemy. CREATURES AND AI
  • Pathfinding bug fixes and improvements, especially in interiors.
  • Stuck AI's will warp past the thing they are stuck on to get to a target
  • Lairs: - Reduced frequency that creatures near their lair will 'bluff' - The first couple creatures spawned by a creature lair will never be Baby creatures. - Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, expanded newbie spawn regions. - Lair defenders will not defend their lair until it has actually been damaged
  • Updated some creatures' level for balance. Pets will be able to follow their masters into buildings/caves
  • Non-aggressive npcs will defend their lairs
  • Upped level on lantern birds to be inline with rest of Endor. Servers
  • Login: Fixed case where some characters could get into a state where they were unable to login - happened in approximately 1 in 100,000 logins.
  • Many, many, many server crash fixes, login process fixes, slowdowns, and database problems have been corrected. THE WORLD
  • New locations
  • There are rumors of a new Nightsister Spider Cave on Dathomir.
  • Rori has seen notable new activity among Garyn Raiders. They may have built a new bunker.
  • As you know, Lok is a dangerous place. We've even heard rumors of a town terrorized by Kimogilas...
  • The Empire is not pleased to hear that pirate activity has increased on Naboo, including the construction of a new bunker.
  • Corellia has also seen more criminal activity, the Chunker Gang has built a new bunker there.
  • There's a new Giant Decay Mite Cave on Talus. - And a Giant Fynock Cave on Talus. - And a Pygmy Torton Cave on Rori. - And a Bark Mite Cave on Rori.
  • The Rebels have packed up their base on Tatooine. Rumor has it that they may have relocated to Rori to avoid Imperial detection...
  • Modran Borvo's Champion has been rumored to be on Naboo.
  • Word is that there's a newly founded Rorgungan Swamp Town with some fellow named Captain Hassk, on Rori.
  • Beware of Lord Nyax on Corellia!
  • New battle spawn areas: these are not battlefields in the formal sense, but rather spawn areas that are battles between two sides. - Rebels vs. Imperials battle on Corellia. - Drall vs. Corsec battle on Corellia. - Hunters vs. Creatures battle on Rori. - Corsec vs. the Flail battle on Talus. Content
  • Fort Tusken - Set up Fort Tusken to spawn in waves. - Added a fort tusken champion
  • Herald NPCs for static dungeons created and placed.
  • These NPCs are located in various towns and other locations and give out information related to the static dungeons.
  • Converted six Imperial or Rebel dungeons into factional dungeons that can be controlled/defended by either faction. These PvE dungeons can change sides based on who is winning the battle there.
  • There are battles that now contain AT-ATs.
  • Non-aggro giant creatures added to newbie spawn areas.
  • Gambling: - Added slot machines and roulette to hotels and some cantinas. - Adding gambling commands: /joinGame, /leaveGame, & /bet
  • Moved location of Tusken Village so that it's not so easy to ace it over and over
  • Adjusted ancient krayt spawn rate
  • The sarlacc is now more interesting. All newbies should run there right away to see it. Or not.
  • Added range checking to travel ticket purchases. You must now stay near the terminal in order to complete a purchase.
  • Tusken Raiders: increased the level of Tusken raider special attacks across the board
  • Fixed rebel specops soldiers appearing as Imperial Officers
  • Fixed Talon Karrde (who used to be a wealthy, over-40's Zabrak woman) Quests and missions
  • Delivery Missions: Added many more delivery mission locations in cities so that NPCs wouldn't all stand around in the same place
  • Missions: low end missions now pay less, high end missions pay more.
  • Missions: if a location is off-planet, display both the planet and region name
  • Group mission rewards have had their range extended from 64m to 200m. this means that to receive part of a mission reward, group members must be within 200m of the player that took the mission at time of completion.
  • Missions: New mission terminals added for Artisan (crafting, and surveying missions), Entertainer (musician and dancer gig missions) and Explorer (hunting missions, and recon) mission types.
  • Various mission difficulty fixes.
  • Integrated a group mission payout fix.
  • Fixed group mission money split.
  • Destroy mission min difficulty and payoff balancing pass.
  • Updates put in place for all static quests, theme park quests, and random quests
  • Fixed a potential problem with making an escort a thug (if you have low thug faction he attacks you and you can't escort him back) on the Emperor's first quest Emperor now sends you to see Vader
  • Added a new special grenade called the "Zicx Bug Bomb" - rewarded to players who complete a quest which begins by speaking to a disgraced weapons designer hiding somewhere on Rori... Tutorial
  • Fixed a problem where sometimes a player would be unable to join a regular bank after leaving the tutorial.
  • Made the pirate in the newbie tutorial con green to new players.
  • Fixed random spam in tutorial bug
  • Fixed problems with code strings in automatic waypoints Loot
  • Added armor segment and segment enhancement loot drops
  • Added the ability for loot items to have randomized stats.
  • The chance and extent of randomized stats is based on the creature's level.
  • Added the ability for the loot system to drop functional crafting components.
  • Added special loot items for a number of creature types. These items can only be found on specific creatures. Many of these items are components which can be used in the crafting process. Start looking. :)
  • Added exceptional and legendary item/component drops.
  • These items are very rare and are found only on high level creatures.
  • Added the ability for weapons and armor to drop with skill mods.
  • Static (placed) locked crates and dropped locked crates will now have loot in them again.
  • When looting a resource container, the default action is now pickup instead of split. THE CLIENT UI
  • Hid born date and played time on the character sheet, since they didn't display anything.
  • /find: added bazaar, mission, & bank terminals to /find and planetary map
  • Strings: Fixed lots of spelling mistakes, added many new descriptions
  • Improved container error messages (so you have a better idea why you cannot drop something, or put it into a container)
  • fix range checks to objects in containers (bug was causing the UI to use the very topmost container, which for interior objects was the building itself) fix for more ui settings not saving
  • Character Sheet: fix for data display on character sheet
  • Containers: fixed a bug that allows players to remove doubly-nested objects from containers they don't own
  • Examine: weapon attribs now show damage type, armor piercing level, damage over times, & powerups
  • Examine: reformat weapon special move attack costs in attributes
  • Examine: display crafting tool effectiveness in attributes
  • Inventory: fix inventory sort order not saving
  • Inventory: don't highlight things as equipped when they are in an equipped bag
  • Mail: fix sort order for mail browser on the date column
  • Overhead Map: render waypoints on overhead map
  • Planetmap: allow closer zooming of the planet map
  • Radar: change radar blips to render top to bottom: player, target, group leader, group members, can attack you, players, creatures, others
  • Radar: make control-mousewheel work with radar window
  • Skill Page: skill mods, commands, and certifications now sorted
  • Skill Page: show skill titles in skill information
  • Split: make sure splitting can't occur on objects we can't manipulate
  • Split: add resource name to resource splitter
  • Trades: fewer actions will cancel trades
  • Travel: fix partial occlusion of galacticmap/planetmap button, also restack planets so Rori is selectable
  • XP Monitor: make exp monitor choose a more appropriate skill to display when the currently selected skill is learned
  • Waypoints: fixed bugs with waypoint naming
  • Waypoints: fix waypoints being deactivated when traveling
  • Enable button bar mail icon
  • New HUD element available for labeling waypoints and showing distance to them. You can now also turn off the flashing arrows pointing towards waypoints if you'd rather use the new UI widget. Audio
  • Added sounds for steam and sparks
  • Attached sounds to 3po protocol droid
  • R2D2 now has correct sounds attached
  • Pitch shift removed from random stormtrooper conversation sounds
  • Fixed all sound crackling, popping, warbling resulting from sound buffer starvation. Client and visuals
  • Client: More framerate improvements
  • Fixed a crash in the intro.
  • Fixed numerous other client crashes.
  • Client Performance: sped up collision by breaking up geometry into pieces
  • Fixes for floating buildings.
  • Fixed the problem with running while holding a rifle, where the run would appear jerky.
  • Fixed Rori fog
  • Changed cluster selection screen to sort by performance & population, then recommend up to 5 servers
  • A bunch of work on water visuals.
  • Add warning dialog boxes for old drivers
  • Update terrain sliders to match new max defaults

Comments

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Post Comment
Well..
# Aug 18 2003 at 5:39 PM Rating: Default
My only real complaint is the destroy missions and the Explorer missions. The destroy missions should pay much better, Im sorry but destroying a RSF camp or Otalla Gungans just isnt worth 600 to 900 credits. And I really like the attempt at good high paying missions but there now just way to hard. I understand that you want to limit money but make it so people can actually make and sell stuff, and if people can buy it, that will stimulate the economy and change the amount of money people can hang on to. Now for the explorer mission's, I have been trying to do them now for 5 days and I havent been able to complete one of them. I have 2 Kervol Missions and so far have seen 2 camps in that time frame. of which I have been able destroy one and a half. I have still got over 25 creatures to go before I can get paid on these. Im sorry but this is a little silly. At this rate it will take me 10 days to complete them. I dont mind them taking a while but mabey cap them at 4500 (100 credits per creature killed) and give us a waypoint to go to or something just randomely searching and hoping you can find one is a waste of time, the onld decent paying destroying missions were perfect for a casual gamer (which I am) I actually felt like I could accomplish something ina 3 hour period. Now I have been spending my time running around and hopeing I can find the mobs I need to kill. I am logged inthrough my other comp and so far have passes about 14 shaput groups 4 to 6 Spineflap groups and nearely 25 groups of Hermit spiders. This is also gotten a little out of hand. I have also seen 4 groups of Chubas and about 5 groups of Capperspine flaps but NO gnorts, 1 group of Kervols and one rogue Fambaa. The amount of hostiles is just way out of control. Anyway. I think this is going to be a phenominal game when the gugs get Ironed out and the space aspect is added. But Some of these issues need to be adressed quickely! Factories need to work missions need to be worthwhile and they need to be fixed very soon.
Knockdown shot whining
# Aug 18 2003 at 5:02 PM Rating: Default
You guys all ***** about not being able to use your knockdown shot 20 times in a row now... oh no you might actually have to use technique and strategy instead of just standing there and knocking your adversary on the ground and massacring it. Maybe you should save the knockdowns until they are low on health or your health is getting low.

I was on vacation during all the patches and I came back and played and all I noticed was that the letters were differant. CH needed to be nerfed, and that guy ******** about being killed by a worrt is bull ****. Today I was bored while I was running to my house so I was just killing the worrts... in one bodyshot2. Stop your whining... this patch is just setting things up for better things to come...
pets
# Aug 15 2003 at 7:54 PM Rating: Default
is this a bug or is this a further CH nerf? all pets' (either tamed or bio-engineered) secondary stats (strenth, constitution, etc, etc) have all dropped from 400 to only 40.....thus no regeneration
RE: pets
# Aug 18 2003 at 1:10 PM Rating: Decent
I think I read in either the original patch message or subsequent patch messages that Creature Regen was decreased. I didn't realize how much tho. I tamed a baby vynock (20 HAM) I sat in a camp for over 10 minutes and it still wasn't healed completely. Now mulitply that with a 5000+ Ham creature...

I also understand that special Creature Stimpak schematics have been introduced... But I am sure you must have novice medical to use them.

In my opinion... it looks like not only have they nerfed the CH somewhat... but also made it so that only Master CH's will have the most powerful pets. Which dare I say makes sense... Also no training a powerful creature and then transfering it to pals or for creds. I think non CH's can only have relatively weak pets.

I do think the regen was nerfed a little too severly... the creatures should be able to regen at the same or slightly better rate than humanoid races.

Currently I am working my way up the CH tree so that I can once again call my pet Razor Cat that I had raised from a pup... Skill amnesia suxxor.

Hope this helps... Go back and read through the patch messages to verify or get more info.

Lyran Kar
Survivalist (because with recent events the title matches the best)
Scylla
Do Faction Missions
# Aug 14 2003 at 12:29 PM Rating: Good
top paying lvl 9 Imp mission pays about 5% less then regular destroy mission, lvl 10 - 5% more. It's still about 50% of what they used to pay but compared to 30% of regulars & U get faction points. I would expect them to nerf payoff on faction missions more or undo some damage on regular (which is less likely if U ask me) since it makes no sense the way it is.
I don't have vendors & I don't own house but limiting vendor prices to 3k was IMHO completely idiotic. Y would any1 now need a vendor if he can sell only at bazaar prices AND have to be in the middle of nowhere.

Edited, Fri Aug 15 13:58:41 2003
Zorender
# Aug 14 2003 at 9:44 AM Rating: Default
Anyone looking to buy Bounty Hunter on Lowca?? E-mail me in game. This BS is way too much I will go play spider solitare

Zorender
Lowca
Zorender
# Aug 14 2003 at 9:42 AM Rating: Default
Anyone looking to buy Bounty Hunter on Lowca?? E-mail me in game. This BS is way too much I will go play spider solitare
Zorender Or'Die
# Aug 14 2003 at 9:40 AM Rating: Default
LMAO what a bunch of losers SOE are!!! Can't get the things that need fixing corrected, like having to take off your armor before logging off or when u log on u will have negative stats, No SOE fixes the way entertainers dance. Pathetic is the only word comes to mind.

ALMOST 4 YEARS IN BETA WTF were they doing???

Zorender
Lowca
My 2 creds
# Aug 14 2003 at 7:43 AM Rating: Good
Disclaimer: Long rant below. If you are all giddy about last night patch just skip this post because I have nothing good to say about it. Thank you.

The old saying "The road to hell is paved with good intentions" definately comes to mind after the last patch.

I played for a few hours last night and in that limited time I experienced the following:

1. I can no longer "Call" my Razor cat. I read in the patch description about the limitations but I get the following message:

You have too many pets out. You must store one first. (or something like that)

Um... I just logged on... how can I have a pet out. Um... I only have one pet. It would make more sense if the message said: "You are not experienced enough to handle this creature" Even tho I was yesterday... It would at least give me an idea about what I must do. You know... gain more experience in Creature Handling.

2. I have a friend that plays and she is a Master Entertainer. The new dance moves... OMG... are just painful looking... who made those up? I thought Break Dancing was outlawed by the Empire... In any case she was in tears... so I let her cry on my shoulder for an hour.

3. Same entertainer above could not access any containers in her house, use any of the crafting stations or work her factory.

4. I didn't take any missions last night so I can't comment too much there. I won't be taking any Bounty Hunter Missions until I can get my partner (razor cat) out of my datapad. I mean... I con even to a level 12 mission... some of the marks in the Bounty Hunter Missions that I can take are level 26... Of course I do have a prenerf Probot (HAM 3120) I have no idea why the nerfed the probots. Even the prenerf ones get ganked in about 10 seconds on Bounty Missions. /emote shakes head in total disbelief. Back to killing Durni's (quakes with fear)

5. Possibly one of the strangest things... what were they thinking... make personal vendors have prices no greater than 3k?!?!? I just don't understand the premise behind this... Let the crafters spend time crafting instead of selling for Odin's sake. I mean really.. EE3 Carbine 3k... Large Naboo House 3K... Wha?... Unbelievable... just unbelievable... makes no sense whatsoever... And we all know how well trade works sheesh! Devs if you read this... please reverse this... it makes absolutely no sense... none... I mean were people whining about the price of items? Are you trying in some bazaar (pardon the pun) way to ***** with the economy...

6. I am a Master Scout/Novice Ranger. Supposedly my Mask Scent was going to be better. Which I thought kind of odd because it worked pretty good before. In fact I can't even remember that last time I was killed transversing the wild by an agressive creature... Oh yea... it was last night after the patch. I was killed 3 times in the wild. I was stalked constantly by agressive mobs... which by the way seem to have a much larger agro range... maybe its just my new Colonge...

7. Maybe it's just me... but my UI display was changed. Now equiped items show extremely dark. On the Hotkey bar it is so dark that you can barely see the item equiped. In inventory the contrast is so minor that you have to look very closely to see if the item is actually equiped. Examining food now does not display attributes. Oh well... hope that Melon does something good... Should I eat this mushroom? Hmmmm....

I guess there my be some good things in the patch... I don't know what they are... I played EQ for over 2 years before playing SWG. I have never... ever been so dissappointed in a patch... even the one in EQ that made everyone run funny... of course they retracted that one immediately. Hopefully they will roll this patch back and rethink some of the issues. It seems from the other posts that the general concensus is that last nights patch blows to high heaven.

Anyway... my 2 creds.

Lyran Kar
Novice Bounty Hunter (currently unemployed)
Scylla




#Anonymous, Posted: Aug 14 2003 at 4:14 AM, Rating: Sub-Default, (Expand Post) Speaking as an Artisan/Novice Armorsmith, this Patch KICKED ***! You guys over there at SOE rock, if you read this board, and even if you don't!
Great patch
# Aug 14 2003 at 2:21 AM Rating: Decent
for only 420faction you too can have your own 8k ham pet, up to 3 even w/o much work. Sure they fix CH then they let this happen? Like anyone is gonna bother staying covert (except maybe for traveling) when there's the chance they get a TEF and get hit by 3 IMP/Rebel 8k ham pets, a droid, and possibly a CH pet and one player.
Sampling broken
# Aug 14 2003 at 1:55 AM Rating: Decent
Just now, my SurveyorIV surveyed a 92% density of Platinite Copper, but when he went to Sample it, it said there were insufficient resources to sample.

That meant I couldn't complete the Artisan mission I took on.
TKs got NERFED
# Aug 14 2003 at 1:23 AM Rating: Default
Ok, with the new patch if I am using knucklers I might as well impale myself with them because they now drain my action pool near completely with one special move use. I use knockdown or combo one time I am left with virtually no action points. What is the point of being a tank if you cannot do special moves? I either fight without knucklers, and do little damage, which leads to death, or use a special move w/ knucklers and drain my action pool. Very gimpy.

Krocco Dile
Teras Kasi Novice
Master Artisan
Sunrunner
RE: TKs got NERFED
# Aug 14 2003 at 6:25 AM Rating: Default
Time you visit you local smuggler and got some action pool spice!
I like it.
# Aug 14 2003 at 12:21 AM Rating: Decent
Im a smuggler/pistoleer and I can get faction missions for near 4k with slicing, level 16, and the missions are easier than they used to be. If your superpowerful knockdowns are hurting your little hands, try taking some drugs or eating food, get medic and buy a bunch of maxxed out stim b's. Or maybe take off your armor since nothings going to hit you anyways. Besides, the economy was out of wack, noobies arent supposed to buy dx2 pistols, and if you pay 40k for anything other than a large house or full set of armor you are getting ripped off.
bad patch
# Aug 13 2003 at 11:03 PM Rating: Default
as i had mentioned earlier,but perhaps not made clear,is the fact that everything that was hard when you are a newbie,eventually becomes easier,as you gainskills.but after the patch today,the mobs that killed me when i was a newbie,are now killing me as a smuggler....perhaps you might think prior to calling people crybabys,i guess your character(the one your mom probly pays for) has not been so drastically affected,so until you have a major problem in the game like some of us,stop bad mouthing those who enjoyed the game very much prior to this patch.
RE: bad patch
# Aug 13 2003 at 11:58 PM Rating: Default
I think you're absolutely right about advancing in the ranks and 'newbie' mobs ... When i was just a wee marksman i would sitin the newb area of Theed killing the 'newbie' mobs there. bout 100 a pop... Now that i am almost a MBH .. they were 10 - 50 exp a kill... Altho I haven't been on since the patch this am... I would hate to get torn up by some mob that is gonna give me 10 - 50 exp.. Anyway .. Good luck.. hang in there.. They usually fix these 'boo-boos' .. And May the force be with you!
silly new patch
# Aug 13 2003 at 10:10 PM Rating: Decent
yeah this new patch has it good sides.. as of the CH handling stuff.. i mean come on some one who made novice CH hasa rancor by his side.. lol thats silly.
im not sure how the artisans 'the real victims' are suppossed to pay for anything.
i just hope they fix some of the problems we point out.
toadys patch
# Aug 13 2003 at 10:01 PM Rating: Good
With what I have read about todays patch.. maybe I'll just stay at work.......Thanks SWG...
mission reward nerf
# Aug 13 2003 at 9:35 PM Rating: Decent
Clearly there are many problems with this patch but if you are an Artisan the mission reward nerf is not necessarily one of them. I was, like all of you, greatly disappointed with the nearly 60% decrease in mission rewards (combat missions)but then I ran a few artisan missions and noticed a few things that started me doing some calculations. The end result of these calculations was the discovery that my income per hour had nearly doubled.

Here is how I reached that particular conclusion. To begin with I was previously running level 9 combat missions killing light blue gnorts for approximately 2200 credits per mission with an average travel distance to the gnort warren of approximately 1500 meters. Naturally I was taking two missions at a time as any smart person does. This was generating for me approximately 4500 credits per "mission cycle". Prior to tonight I had never really calculated the time involved in a single cycle and had never given any thought to my earnings per minute or hour. I began to give it a great deal of thought once I started the artisan missions.

My first artisan mission was a long drawn out affair which involved me surveying, moving to the waypoint, rinsing and repeating until I had arrived at a spot with the necessary concentration to fulfill the mission requirements. This was slow and tedious and was hardly worth the reward. Then I hit upon the idea of locating a really good concentration of any of the three categories of resource that appear to be listed for missions (metal, ore and gas). I also made sure that the concentration was past the 512 meter distance requirement from the mission terminal but still as close as possible to the terminal. In this case I was able to find a 70+% concentration of gas just beyond the 512 mark.

At this point I returned to the mission terminal and spammed the refresh button until I had two missions for gas that gave the maximum reward (the highest I have seen is 900 credits for a resource concentration of 70%). Having marked the waypoint back to my resource survey I turned it on and headed back to the spot. When I got there I hit my hotkey for surveying and watched two "Mission Complete" messages pop up on the screen. I had made a note of the time I began searching for missions at the terminal and then the elapsed time until the mission was complete. The result was almost exactly three minutes. Back to town and the terminal I went which again took about three minutes. Round trip the entire mission cycle took 6 minutes to complete yielding an "Earnings Per Minute" rate of 300 credits.

Doing some rough estimates based on my extensive combat mission experience (yeah it takes money to keep those extractors going) I derived the earnings rate for combat missions. If it takes 3 minutes to travel 500 meters and the average combat mission I was running in the past was 1500 meters from the mission terminal then it must have been taking me about 9 minutes to reach the first waypoint (if I was lucky enough not to have to run way out of the way to avoid aggresive mobs). I figure it took about 5 minutes to clear a warren and destroy it (a guess but it feels right so I will use it). No two combat missions are ever right on top of each other but they are sometimes close so I picked the arbitrary distance between missions to be 500 meters which means 3 minutes to travel to mission number 2 and another 5 minutes or so to complete the second mission. With this mission complete I will still find myself approximately 1500 meters or 9 minutes from town. This means it takes roughly 30 minutes to complete a cycle of two combat missions and get back to the mission terminal for more. Taking into consideration the previously mentioned rate of 4500 credits per mission cycle this gives an hourly earnings of 9000 credits or 150 credits per minute, half the current rate I am getting for the new artisan missions.

I will admit that the combat mission figures are estimates as I did not run any tonight to confirm the numbers but I feel they are pretty close to accurate. I can say from experience that using this method I made about 20K tonight in just over an hour running artisan missions. Clearly if you can't find a high concentration of one of the holy trinity of resources close to town the earnings rate will drop. In my experience though there is always a high concentration of something near town. This could be coincidence or my imagination but it seems to hold true for me. I don't expect this method to always be viable due to resource shifts and the accompanying shift in concentrations but if you take advantage of the opportunity when it is available you should be able to rely on your cash reserves to get you through any bad resource shift. I know for now I am going to be running my little Rodian butt off for as long as my gas can survive the resource shift. Best of luck to the rest of you :)
Sad Wankers
# Aug 13 2003 at 9:34 PM Rating: Decent
Oh, my. My new toy broke, Mommy, and I don't know how to fix it. Would you kiss my boo-boo? Can you put a Scooby-Doo Band-Aid on it, please, Mommy?

What a sad lot of ******** Anonymous ******** at that, too gutless to sign their name to their whingeing.

This a new MMORPG, folks, with so many new ideas and new difficulties to surmount that OF COURSE there are #$%@#$# teething troubles.

Play, and enjoy it, or quit, and shut up.

Or MAYBE, just MAYBE, post constructive criticism instead of all of this sophomoric whining.
Stop whinning
# Aug 13 2003 at 8:27 PM Rating: Good
Stop whinning, ohh no u cant kill something in one hit, poor baby, now u actully have to try to kill something. Too bad knockdown doesnt work as good and takes away a lot of HAM. Just feal lukcy you got to play the game when you could take advantage of knockdown and amazing damage. Kown what would make the game more fun, If they took of the AI on mobs and they just sat there and did nothing, that way u would have to waist your HAM killing things. People need to be more rational to whats fare and whats just plane easy. Maybe thoughs he dont like how hard it is should play patty cake, you cant lose at that.
RE: Stop whinning
# Aug 14 2003 at 10:29 AM Rating: Default
Wow! This was probably the most incoherent post I have seen in a long time! Congratulations!
TKM special moves
# Aug 13 2003 at 8:27 PM Rating: Default
Well im a TKM and if i perform 2 special moves now with my knucklers on im 95% dead. guess we should all pick up guns and start playing quake because hand to hand combat in this game just died
BAD PATCH
# Aug 13 2003 at 7:57 PM Rating: Default
Well,this patch sucked,i kill myself shooting my weapon..(smuggler),all bi-ped mobs drop only cash now,my house only holds 50 items,and my knockdown skills cost 97 points now,when they were 27,hopefully they will fix this game,or im done,its unplayable,oh,btw,i was killed by a wort today,aND IM A SMUGGLER,I USED TO SHOOT THEM ONCE AS I WAS RUNNING BY,AND THEY WOULD DIE...VERY DISAPOINTED
patch this
# Aug 13 2003 at 7:55 PM Rating: Default
Wow, way to ***** everything up.

So, I log in today, got tired of reading the huge list, so i kinda scaned it. Well, went to a vendor a bought some new armor. paid about 60k for the set. each peice was over the new 3k limit. So I get the armor try it on it looks great. So I leave the house, and poof there goes my armor, just disapeared.

So now I'm out 60k, 60k I was more than happy to spend on the top quality suit. Now I need to get some more money and it's gonna take twice as long the way they have reduced the rewards for missions.

I sure hope they fix this.

so 3k is the max price for a large house if you get your vendor to sell it? who the hell thought that was a good idea?

Wow, i ust took a shuttle, and ended up in the middle of a battle field. now odd
AWESOME!
# Aug 13 2003 at 7:07 PM Rating: Excellent
I think this patch was wonderful. I mean, it was SO ANNOYING having to wait for my marks to kill me while doing bounty missions! Now it's SO EASY! All I have to do is shoot my gun two or three times, and I'm almost dead already! Then it's just a matter of the bounty coming over and stubbing his toe on a rock, sending dust up my nose, thus killing me.

Heh.
personal vendor credit cap now same as bazaar ... 3K
# Aug 13 2003 at 6:58 PM Rating: Default
And the worst nerf yet ... limiting personal vendors to 3K just like the bazaar ... so now master weapons crafters have to be online and conduct high-cost sales personaly ... woot.
Stop Whining
# Aug 13 2003 at 6:23 PM Rating: Default
Who cares, it is a game. Have fun with it or quit. Stop your moaning over it. Or take the time to get people who are effected by "negative" patching and go to the forums and make your voice known. Sitting in this little forum complaining that everything is horrible, is pointless. Do something worth while.
RE: Stop Whining
# Aug 13 2003 at 7:17 PM Rating: Decent
Good example of doing something worthwhile whould be this post, right?
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