Can You Say Patch?

All I can say is W O W
    Update Notes: Client version: 59800.13 October 8th, 2003 MAJOR FEATURES
  • An Imperial Research Facility on Dantooine headed by the premier cyborg specialist Colonel Teraud has been revealed. Rumors of unrest surround 'The Warren' (as it is called), after an Imperial Inquisitor sent to investigate the Colonel's progress has failed to report back any findings.
  • Bartender Rumors added for Monthly Fiction current events.
  • Cries of Alderaan - Act 2
  • Imperial probes have picked up chatter on Lok indicating that Nym's crime operation is expanding. Nym's chief lieutenants are said to be actively recruiting adventurers in the area... AI AND WORLD
  • Fixed a bug that would cause mission objectives and creature lairs to respawn infinitely.
  • Vader and Palpatine (and imperial officers) now default to Imperial Mood so they don't scratch, yawn, etc.
  • Missions on advanced planets will now scale correctly based on character level.
  • Added chance to draw mission above your level on starting planets.
  • Updated creature spawning on Dathomir and Endor.
  • Made Cowardly Gurrecks smaller.
  • Added random quest giving NPCs to Talus and Corellia.
  • Changed generic outpost to science and trade outpost on Dathomir.
  • Fixed retrieve quest for Nien Nunb (part of the Rebel Theme Park). You can now converse with the Trader who is supposed to give you a hyperdrive repair part.
  • Fixed missing mission objective on rebel faction destroy missions
  • Capped the max number of components that can be found off a single creature in loot at 10.
  • Fixed many quest bugs for static quests and theme parks
  • Fixed string error in last Rebel theme park mission
  • Added MEDIUM and STRONG disease attacks to some difficult creatures
  • Wookiees are now allowed to wear rings
  • Wookiee roar reuse timer was reduced
  • Wookiee roar now gives a short mind buff in addition to its normal effect COMBAT
  • Changed all delay moves to be on a 30 second timer Added some failsafe clearing of dot states to help prevent the states sticking after the dot is removed.
  • Made AT-ST & AT-AT vulnerable to DT_blast
  • Modified turret armor ratings vs DT_energy
  • Modified turret weapon damage types (block=blast & tower=kinetic)
  • Special attacks which knockdown NPCs will cause the NPC to fall down for a couple of seconds before trying to stand back up. If the NPC is dizzy, he may fall down again when attempting to stand.
  • Decreased unarmed move costs
  • Fixed bugs with state defense modifiers
  • Brought pistolmeleedefense2 (pistolwhip 2) cost in line with pistolwhip 1
  • Fixed surprise shot and change surprise shot so it doesn't remove cover
  • Increased vibroknuckler range to 5 meters
  • Increased movement accuracy penalties/defensive bonuses
  • Fixed a problem that prevented several loot armor components from not providing their special protections.
  • Reduced the encumbrance of the padded armor segment.
  • Tweaked component loot values on armor segments and enhancements to correspond with changes made to draft schematics.
  • Fixed a problem with some loot weapon component enhancements increasing attack delay instead of decreasing it.
  • Modified process for granting general combat xp (should always be at least 10% of total combat damage)
  • Upped combat xp grant range to 80m
  • Decreased pistolwhip 1/2 damage
  • Increased move costs for lowblow
  • Fixed panic shot cone size, delaying user, and not effecting multiple people
  • Increased damage of overcharge shot 2
  • Fixed bug with intimidate so that it should be successful more often CRAFTING
  • When manufacturing an item that takes components, you do not have to extract the components from the crate to put in the input hopper. You can just put the crate in, and the manufacturing station will get the components as needed.
  • Made double clicking work on factory crates in crafting
  • Fixed containers (crafting stations and vendors especially) to calculate their inventory space correctly.
  • Fixed an issue with factory crates not showing the stats of the contained items.
  • Fix crafting lock-up if you try to use 2 crafting tools at once.
  • Added "empty harvester" button to discard ALL resources
  • Added more info when you examine a manufacturing factory.
  • Fixed crafting manufacture schematic UI limit to go up to 1000
  • Fix for missing components after crafting
  • Added new schematic for droid customization kit
  • Send message to player if he loses a component during crafting due to his inventory being full.
  • Prevent deletion of manufacture stations if the hoppers or schematic slot is not empty.
  • Reduced the HAM costs on advanced sword core and vibro blade components.
  • Altered the artisan-granted harvester and generator schematics to grant general crafting XP instead of specialized architect XP.
  • Added 'premium' column to vendor listing
  • Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.
  • Items with low hitpoints are now unrepairable.
  • The difficulty to repair an item now increases as the item becomes more damaged.
  • Skilled crafters gain bonuses for the repair of items within their field.
  • Fixed exploit that allowed crafters to skip past critical failures
  • Fixed issue that would cause manufactured components to be lost during crafting if you exit the assembly stage with more than one component in a slot. PETS
  • You have to go outside to call a pet if you are in a city. (Outside of town you must be in a camp, near your declared-residence, or in a building).
  • Pets will no longer eat food when they aren't wounded.
  • Pets are no longer considered by /boostmorale.
  • Pets will wait to complain about health, action or mind wounds until they have lost at least 20% of those attributes to wounds. PROFESSIONS
  • Armorsmith - Slightly increased the crafting effectiveness ranges on Padded and Composite armor segments.
  • Armorsmith - Fixed a problem with the advanced Ubese segment which prevented it from working in Ubese schematics.
  • Armorsmiths should now be able to fully colorize their armor without having to be tailors. The Armor
  • Customization skill mod determines how many colors the armorsmith can pick from (note, some items may not have all colors available for selection. The available colors depends on the palettes used for that item).
  • Armorsmith - Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type.
  • Armorsmith - Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type.
  • Armorsmith - Fixed a problem where adding special protections to armor did not remove any underlying vulnerabilities
  • Bio-engineer - DNA Sampling: Made creatures that are being sampled from not attackable while sampling occurs
  • Bio-engineer - DNA Sampling: Made dna sampling more relative to creature level (high skill/low level = high success; low skill/high level = high failure)
  • Bio-engineer - DNA Sampling: Made aggro & spook chances more consistent with skill level and # times sampled
  • Bio-engineer - DNA Sampling: Changed dna sampling animation
  • Bio-engineer - Tissue Engineering: Updated tissue descriptions to include information about bonuses given.
  • Bio-engineer - Tissue Engineering: Removed Charigra & Personaphene tissues
  • Bio-engineer - Tissue Engineering: Removed experimental durability from tissue experimental attributes as it had no effect.
  • Bio-engineer - Tissue Engineering: Added the new Mask Scent skill to the Scent Camouflage & Scent Neutralization tissues.
  • Bio-engineer - Tissue Engineering: Made all tissues and pet medicines craftable in Food & Chemical Factories
  • Bio-engineer - Tissue Engineering: Made multiple tissue enhanced components used in different slots of a clothing schematic stack better. (Components with no enhancements will no longer wipe the final enhancements.)
  • Bio-engineer - Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.)
  • Bio-engineer - Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing tissues and clothing crafted with those tissues will still report the Medicine Use modifier but they will not be counted for determining the level of medicine to be used.)
  • Bio-engineer - Tissue Engineering: Updated tissue descriptions to include information about bonuses given.
  • Bounty Hunter - Added 5 charges to probots
  • Bounty Hunter - Added 10 charges to seekers
  • Bounty Hunter - Lowered average level of bounty mission mark.
  • Creature Handler - Fixed exploit that allowed players to tame baby creatures while dead
  • Creature Handler - Fixed exploit that allowed players to call multiple pets
  • Creature Handler - Fixed pet to heal correctly in datapad when stored from the radial menu
  • Creature Handler - Fixed issue with pet control devices which prevented the 'CALL' option menu from showing up for several seconds
  • Dancer - Increased the effect of dance mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours.
  • Droid Engineer - Fix for a few droids and droid schematics were not granting XP for their being crafted.
  • Droid Engineer - Now a pet droid won't ever have any armor unless it was crafted onto it.
  • ImageDesigner - Display a selection index number on the slider page to help users communicate and remember changes
  • ImageDesigner - Add a palette UI for color changes
  • ImageDesigner - Added human male freckles customization
  • Merchant - Added merchant ability to update player shop signs
  • Merchant - Fixed bug where vendors took up too much space in your inventory
  • Merchant - Added ability to deactivate a vendor
  • Merchant - Added better dialogs for errant conditions when retrieving items
  • Merchant - Added better error messages for missing vendor items and vendor reimbursals
  • Musician - Always have play option on placed instruments (ommni box, nalargon), but give a failure message if they have another instrument equipped
  • Musician - Increased the effect of musician mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours.
  • Ranger: The flora component of camo kits has been removed.
  • Ranger: Camo kits now yield more uses and have a wider experimentation range.
  • Ranger: Camo kits now work properly when crafted in a factory.
  • Ranger: The duration for conceal has been fixed, it was half what it should have been.
  • Rangers are now notified when a creature begins to stalk them.
  • Scout: Mask Scent / Conceal is now properly removed when you initiate combat.
  • Scout: When examining creatures, the "Aggressive" trait will now be correct.
  • Scout: A novice scout can now examine a creature to determine if it is a "Stalker."
  • Scout/Ranger: Non-aggro creatures will not attack you when mask scent or conceal breaks.
  • Scout/Ranger: Aggro creatures will only attack you when mask scent or conceal breaks if you are within 40 meters.
  • Scout/Ranger: Fixed a problem with creatures breaking mask scent/ conceal when scouts and rangers left their interest radius.
  • Tailor - Fixed tailor customization: The master box now grants an additional 55 colors.
  • Teras Kasi - /meditation: fixed /powerBoost
  • Weaponsmith - Added the ability for weaponsmiths to craft the reinforcement core and advanced reinforcement core components.
  • Weaponsmith - Added the reinforcement core as a required component to gaderiffi baton, stun baton, two-handed axe, and power hammer. The addition of the component will enable the armorsmith to impart component bonuses on these items (making them more in line with other weapons). Slightly reduced the HAM costs on the gaderiffi baton, stun baton, two-handed axe, and power hammer to compensate for the extra HAM cost given by using the reinforcement core. PVP AND GCW
  • Removed the "revenge" TEF from pvp.
  • Fixed bad start locations for several battlefields.
  • Fixed several problems with battlefield behavior
  • You can no longer pick up HQ Terminals
  • Added HQ kickbacks for missions taken from HQ terminals (missions taken from HQ terminals grant credits equals to 5% of reward toward HQ maintenance and factional missions taken from HQ terminals grant +5% faction point reward bonus)
  • No longer allow neutral players to help neutral non-players with enemy flags of any sort
  • Now allow donation of mines to minefields by same faction personnel regardless of owner.
  • Added armor, increased hp and up range to 70 meters to faction perk turrets
  • Upped default hp for covert detectors
  • Streamlined doctor faction perks (+25% effect)
  • Added musician & dancer faction perks (+10% effect to heal wound/shock & +25% mind buff value)
  • Allow doctor, musician, dancer faction perks to work wherever they can factionally register
  • Adding factional hqs to planetary map for player registration capable hqs
  • When purchasing battlefield reinforcements, players are only held to the faction declared minimums if they are actually declared.
  • Various Imperial/Rebel factional dungeon bug fixes
  • Disallowing terminals inside of factional HQs from registering with the planetary map
  • Integrating minefields for tower turrets
  • /delegateFactionPoints command added. The conversion ratio is based on the delegating players rank
  • Added additional HQ specific data to the structure status window
  • Updated the Faction Recruiter conversation to warn players who are resigning from a faction that they will lose their factional items UI
  • Character Sheet - now display value and max value for each attribute in the text field (buffs update the attribute value as well as the max attribute value)
  • Guild member lists allow more than 50 entries.
  • Made /dragIncapacitatedPlayer visible in action list
  • Fixed auction table columns resetting sizes every close/reopen
  • Added travel lines between destinations on galaxy map
  • Can no longer split resources on Vendor, Bazaar or Trade Window screen.
  • Bio-Engineered Tissues now have their own sort category on the Commodities Market.
  • Fixed chat rooms getting deleted when group is disbanded
  • Added group and advertise chat bubbles
  • Fixed more palette colors throughout, brighter text on darker buttons
  • Fixed radial menu, more contrast between bright and dark colors
  • Made 'instant sale' the default action when selling items on the bazaar
  • Community Screen - Badges should now display properly
  • Community Screen - Fixed help tips
  • Community Screen - Added a "Spoken Language" option to coincide with the /language command.
  • Holocron - added a "Report A Bug" button to help players avoid creating inappropriate CSTickets
  • Holocron - Added an explanation of armor protection
  • Made auction windows auto-refresh for available Now saves the auto-afk time, response message, and whether auto-afk is enabled.
  • FriendList: Added comment field per friend.
  • FriendList: Added group field per friend.
  • FriendList: Added confirmation option when removing friends.
  • FriendList: Added option whether to notify when a friend comes online/offline. This is specified per friend. Disabling this option on a name in the friend list also disables the name from showing when using /friend. This option is for keeping someone in your friend list who you want to keep in touch with, but don't necessarily want to know every time they come online/offline. The UI will always display all friends online/offline status regardless of whether you want the notifications.
  • FriendList: Added option to hide offline friends from the UI and /friend.
  • FriendList: In the FriendList UI, the online status now shows in the color specified in Options->ChatColor->OnlineStatus.
  • FriendList: Updated /friend to show group sorted friends. Offline friends are hidden by /friend if the option is specified in the FriendList UI.
  • FriendList: Added /friendcomment (friend name) (comment)
  • FriendList: Added /friendgroup (friend name) (group name)
  • Fixed some situations where chat text colors would change in the middle of a sentence. Other Bug Fixes
  • Grouping system rewritten to perform in context of local players
  • Group notifications now always on and go to group chat /group command temporarily disabled
  • Autolooting disabled
  • Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly.
  • Fix attribute mods that lower a max attribute value to 0 causing the attribute value to be the max.
  • Fixed an issue where players could become permanently incapacitated in some cases where they had been buffed and were then cloned with many wounds.
  • Added additional attribute checking on login to fix any attributes that are lower or higher than they should be.
  • Fixed problem with selling items from inside a factory crate
  • Force the player to standing before performing a ranged healing action.
  • Fixed the 2 most annoying cases of 'trade canceled'
  • Fixed problem trading datapad objects
  • Fixed bug with /changeBandMusic
  • Fixed some template problems that were causing a few armor segment and weapon component enhancements to not function properly.
  • Set fishing pole volume to 1
  • Random vocalizations for stormtroopers removed.
  • Increased the maximum range of the special protection on armor layers.
  • Reduced the encumbrance penalty on advanced armor segments.
  • Setting a building to private will now eject any npc not on the entry list.
  • Incapacitated players can no longer search a lair.
  • Fish on different planets should now have varying colors
  • Players will now be notified when they have reached an experience cap for a specific experience type
  • The problem with food stacks sometimes becoming inedible has been fixed. This should work retroactively with previously broken food stacks.
  • External Options Menu: Added option to re-enable setting the mouse cursor every frame
  • External Options Menu: Added option to disable character LOD manager
  • External Options Menu: Added option to skip the intro
  • External Options Menu: Added option to disable the asynchronous loader
  • External Options Menu: Improved graphics performance by splitting vertex/pixel shader support and fixed function pipeline support into their own code paths
  • Increased the integrity of player houses so that it takes longer for maintenance decay to destroy one.
  • Male characters can now go shirtless.
  • Added the group command /splitCreditsToGroup.
  • Loot items now have better chance of having increased attributes.
  • Loot items with one or more increased attributes are now highlighted green to make this more obvious.
  • Fixed exploit that allowed players to kill difficult creatures very easily by using their house.
  • Fixed a problem that allowed some enhancement medicines to stack when they shouldn't
  • Fixed an issue that allowed poison and disease to be applied to incapacitated or dead players
  • Increased integrity of houses so that they take longer to decay

Comments

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graul mauler
# Oct 13 2003 at 6:57 AM Rating: Default
r u joking us,all my mauler r forgetting the command even th i full train them 3 times already,evertimes when i logged out ,next day they like lost all command ,so r u asking m deleted them or wht.................????
creature at endor& dathmoir
# Oct 13 2003 at 6:50 AM Rating: Default
i m really really tired & sick to answer all my client's order when i will be able to get the cowardly gurreck to them,they all r non ch player,need pets to protect or doing those so call mission,since the new pathced i hvn,t seen any gurreck,c gurreck,toxic,pubcam at endor,while in dathmoir no mauler,no graul,no generald rancor babe,so can u answer to be master ch ,how can i make my life without any babe,r u asking m go dance let some player tips me??????
well.....i m appreciated there r new creature geneartion hve been introduced,but seem useless for us,coz there s no babe gonna spawned

master ch
will be dancer soon
Graul Babies?
# Oct 10 2003 at 11:10 AM Rating: Default
As a a lower lvl creature handler 2/2/2/2 I was looking foward to taming a graul mauler as well as other things, looks like not only do endor babies no longer spawn but grual maulers no longer spawn, looks like our list of extint pets gain another much loved (as well as abused) pet. Thank you SOE for stripping more and more variety from the game.
Can a Master Commando get a decent mission anywhere?
# Oct 10 2003 at 7:58 AM Rating: Default
I've seen quite a few posts about the patch being bad. I'm a Commando/Squad Leader and I've found that most things in this game are very expensive and require the help of others to do. My biggest complaint is with the "nerf" of missions that they call a fix. Previous to this patch I, with the help of my player association, could obtain a level 60 destroy mission. I could earn a cut from the roughly 20k credits that my friends and I earned, and I'd also have a bit of challenge in my life. Now I'm stuck with the prospect of soloing level 25 missions to make a meager 3 to 5k. It's no longer usefull for me to take anyone along in my group since if I did I'd earn less than 1k per mission. Missions have not been brought more in line with my level, they've been made too easy and, in my opinion, a waste of time. With all the complaining I've been hearing about PvP getting nerfed I'm left with little to do except run faction missions... I can promise that I won't play this game much longer If I'm stuck with lvl 25 missions for the rest of my existance... A Master Commando should be able to get more difficult missions than that. The only thing that will keep me here is getting that fixed or an expansion real soon. Good luck to the rest of you, but at the moment things still need a lot of work.
nerf
# Oct 10 2003 at 5:12 AM Rating: Default
The pvp damage arent supposed to have been nerfed, talked to an csr and it is inded a bug wich they will correct, armor is bugged as well, think about it, it costs me 72 action points to do eye shot and it gives 50 damage, it costs 217 action for underhand shot but gives 50 damage etc etc.

But if they leave the nerfing as it is now im quitting for sure, bought this game to shoot rebels, not to do the monthly and other stuff like that, then they might as well have made this a snigleplayer game.
CH Pets and the damage they do
# Oct 10 2003 at 2:17 AM Rating: Default
Has anybody noticed that our pets don't yield the same exp they used to . Now after the patch I don't care how low level my pet is or what i kill i get like 1 point of exp . Used to be I could hit the noob yard and at least get a few points with a low level pet . Now i have to take my lowest level pets mountain wort hunting just to get some points . By chance am I to assume that I'm going to be reimbursed for my stims and time . Just a thought .
RE: CH Pets and the damage they do
# Oct 10 2003 at 2:10 PM Rating: Decent
34 posts
I am getting 1 point of combat exp per kill whether I use my pet or not. I filed a bug, but this appears to be a problem with CH. Since I am trying for BH this is pretty frustrating.
be happy with what you have, not mad about what you want.
# Oct 09 2003 at 10:35 PM Rating: Decent
i am glad that they made this game live. i am still enjoying playing it. any company making a game like this is taking a huge risk. thankfully, there are companies like verant / soe that are willing to take that risk and make the game. it may have its problems, but i like it.
i am a software engineer and i hate to tell all of you this, but there is no such thing as a perfect piece of software. there will always be bugs, always. especially when you are writing software to work on hundreds of thousands of different computer configurations.
i would much rather that the people at sony spent their time improving / fixing the game than spend their time fighting with the players that they already have.
be happy for what you have instead of mad about what you want. it is a life strategy..
an optimist says the glass is half full.
a pessimist says the glass if half empty.
an engineer says the glass is twice as big as it needs to be.
RE: be happy with what you have, not mad about what you want
# Oct 10 2003 at 4:33 PM Rating: Default
I can handle some game bugs - that is to be expected. My complaint is that there is no content in the game. There are no real quests - nothing. Just being able to see characters from the movies at the theme parks is a joke. You level a character and earn moneyn which doesn't take all that long. When your character is max level there is nothing to do other then earn money, pvp or remake your character. And with the nerfs on high end missinos - can't really earn money anymore. And pvp was weak to start with on this game. No real rewards or risks. And it was nerfed on top of that. And don't even get me started on grouping in this game. Assist and group commands dont work well and its just chaos. This game was released 6 to 12 months too soon. With EQ to learn from - I expected this to be incredible. It is a joke compaired to the original release of everquest.
Another QA perspective
# Oct 09 2003 at 8:01 PM Rating: Default
I'm in QA too, and besides a lack of process and management it appears to me that there is more marketing drivingthis than development. It seems to me like the marketing people set a date and a huge list of expectations, and because of the scope of the project and the lack of good process, many milestones were missed, and dev fell behind. Once that happens, ship dates slip, and there was too much pressure to get it out there.

So combine an overly ambitious project on a overly aggressive schedule, a lack of testing, process, and internal documentation, and a marketing department trying to sell to people who, if the product is late, will do nothing but ***** and complain about the program being late, and you get a game with a lot of problems.

That being said, I do hand it to the dev team for creating a pretty damned good engine. But there's still too much unfinished work, and Verant/SOE/Lucas/whoever need to knuckle down and work on it with a good QA process and management.

Rifleman
# Oct 09 2003 at 5:48 PM Rating: Default
To the guy who posted that he is a rifleman because he knew BH/commands would be nerfed. Master rifleman take 92 points - master commando takes 169 points and BH takes 217. Do you really think rifleman should be doing more damage that commands and BHs? If you do - then you are nothing more then a power gamer who cares nothing about a balanced game worth playing!
testing
# Oct 09 2003 at 5:21 PM Rating: Default
ok ... HERE WE GO ...

This was not planned properly from the start.

I test software for a living ... and do QA management.

I can smell a lack of process and documentation and this game reeks of it.

I am seeing a lot of posts to the effect of ... you need 250K testers to test this properly ... or how can you remember every little thing, just be happy that what is working is working.

One piece of software wiht a few client machines could test 250K capacity. It's called LoadRunner. And if the documentation were there, automated scripts test all the working functionality as bug fixes are comming in from/to test.

As far as having massively distributed servers farms with different machines that are responsible for different tasks and need to be syncronized ... piece of cake. Just takes forthought and documentation, and everything can be reproduced in a test environ with a virtual machine for each piece of distributed network instead of an actual machine. One test machine can simulate several synch'ed servers.

Long story short, and to no surprise, there was a CRIMINAL ( yea caps baby :p ) lack of process and documentation that lead to this unfinished program.

Sure the graphics rock and the Star Wars genre rocks, and being able to chat with others while hunting rocks ... but we payed for more, we were promissed more...and we should'nt just shrug and say 'Hey ... thats how MMORP's go'.

Especially with EQ to learn from ... this should have been much more together ... the space expansion should allready be out and this character balancing should have been addressed in test a long time ago.
pfft..
# Oct 09 2003 at 5:17 PM Rating: Default
grr! is it just me, or does it seem even more buggy than before the patch? player vendors haven't been working all day. pvp sucks now, and pistoleers, BH's and commandos seem to be nearly worthless in pvp, and the frickin' combat medics are even *more* effective...i'm sure someone's out there, but...i've yet to talk to one person on my server who is happy with most of this patch. seems like one big nerf-fest, and yes, "you will never see a nerf in SWG" was indeed said at one point.
RE: pfft..
# Oct 09 2003 at 5:26 PM Rating: Default
PVP turned into " who has more flamethrowers" so this is a good fix.

And as far as CM's go ... they will be the next to get nerfed.
RE: pfft..
# Oct 09 2003 at 5:24 PM Rating: Default
well I'm a rifleman and I knew this BH/commando nerf was comming for a long time.

heh
STILL can't download patch
# Oct 09 2003 at 1:37 PM Rating: Default
I STILL have not been able to download the patch. It keeps saying "update could not be initalized" Is anyone else getting this? STILL getting this? Anyone know how to get past it?

(I get past the login page to the "updating" page, but the update never starts downloading...)
Beta testing
# Oct 09 2003 at 11:10 AM Rating: Default
Do you guys ever get the feeling that we are paying to play beta? I should of known something was up when the game creators choose not to go to the gaming expo with SWGs one month before the release. Anyway, I'm done with this game. I played it for one month, and have a master commando/creature handler and I'm bored out of my mind. Game has no content, no real rewards, nothing. Pvp was fun for the first few days and now is getting old. And with the nerfs on pvp, it will just suck all the more. Yeah, I guess I can say that I saw Jabba The Hunt, Darth Vadar and Han Solo, but I think I would rather just watch the movies and spend my time else where.
Complaining
# Oct 09 2003 at 10:46 AM Rating: Good
I second the notion that BHs and commands aren't doing much for damage in pvp anymore. My best friend plays a BH and he got kill today by a novice marksman and he started the fight. I'm not really sure what to think of that. I guess he is going to have to bag the BH weapons for pvp. However, at least commandos still have the burn effect on their flame-thrower. They just have to get with in 16m to use it.

Here is food for though, maybe the derv are trying to get players to stop pvp all together. Even though it goes agaist this whole emp/reb thing and starwar in general. But remember like that one guys posted - we should be kissing the devs butts. They are our online gods (rolls eyes). We should follow them like sheep never questioning anything they do or ever complaining. If they raise the price again of this lacking (errrrr clears voice) I mean great game we should just keep paying without question. Even if they double it. Anyway, was making a point. Without complaining and feed back, nothing ever gets beter or improves. Hell if you guys are Americans, this country is here because a bunch of people complained and were pissed off. Verant is a business and I promise you that if they don't think they have to fix something, they sure as hell won't do it. So ***** and complain until verant can't take it anymore.
RE: Complaining
# Oct 10 2003 at 3:29 AM Rating: Decent
**
285 posts
Didn't your friend have to master the marksman skilltree to make BH? Unless the novice was using melee skills, your friend should have had the advantage from the start. I'd suggest the person he fought maybe had an armorpiercing rifle and your friend didn't, but with armor not working, your friend with his BH weapon (LLC would be the only ranged weapon he'd have that a novice marksman couldn't use) should have had the advantage there as well. Last I checked--which was about 10 minutes ago--the average damage on a LLC is still far higher than the average on weapon available to a novice marksman. Sorry, but sounds like your friend had a really crummy gun, poor tactics, bad luck, or some combination of the three.
heh...
# Oct 09 2003 at 10:40 AM Rating: Default
no more money missions on endor, and everything is a bit buggy...and lots of nerfing...wasn't there a comment something to the effect of "you'll never see a nerf in SWG?" i seem to remember something to that effect being said.
RE: heh...
# Oct 12 2003 at 9:03 AM Rating: Default
Never see a nerf? heh. what do they call what they did to the supression fire & pistoleer smack down?
still
# Oct 09 2003 at 10:11 AM Rating: Default
just a reminder to the ppl whining over other ppl complaining about the patch, we pay for a service, just as u pay ur isp, now if ur isp were down as often as swg u would be complaining, if this were all for free i wouldnt complain at all, but since we pay for a service that service should be in order, if every business were running as swg are the world would be chaos, and i find it disturbing that the devs are telling ppl to either stfu or quit the game, ever heard the customer is always right? well at least if u wanna stay in business, not that i think this would happen, but without customers swg would not excist anymore, and without swg i do think a acouple of devs would be without a job.


Now, all i have to complain about is the fact that a BH or commando cant do more pvp damage than 300 max, and thats with llc lightning single 2, while a CM can throw 500dmg poison, and pretty much cant be harmed since the eye shot is nerfed to 50dmg along with torso shot, and he can heal other damage himself faster than anyone can inflict it on him, other than that i think the games runs alot more smooth after the update wich is a plus, and generelly the patch seems good except for the always nerfing, allthough this nerfing is ridiculos.
RE: still
# Oct 13 2003 at 2:37 PM Rating: Default
The customer is always right...untill they are wrong.
Factory Crates
# Oct 09 2003 at 10:04 AM Rating: Default
Hmm..with the addition of this patch, I can no longer remove items from my factory crates..Fun...
RE: Things
# Oct 09 2003 at 9:37 AM Rating: Decent
Woo hoo my fist official post to the almighty Allakhazam boards.

All you people complaining about how mutch you dislike the job the dev's are doing need to step up to the plate and do yourselves...

I can tell you that unless you have a degree you are going to be so totaly lost in the mind numbing data. So Take the problems with a grain of salt and bite your tongue. the Dev's could be doing mutch worse by us then the minor complaints you have now.
PVP
# Oct 09 2003 at 9:31 AM Rating: Default
love this update, it really makes sense that a CM can take out 4BH/Commandos and dodge 2 atst's, its a gr8 thing that my 120k llc give 300dmg while his poison gives 500 mind damage untill i get healed, hurray for pvp, thats one thing thats dead for sure....
Devs
# Oct 09 2003 at 8:47 AM Rating: Default
IMHO anyone who complains about the game and or its contents does nto know much about computers or programming. The things that have been accomplished here are incredible! We are all lucky to have this game and should be kissing the Devs Buuuts!. These guys have worked harder to make this game than you do to play it. Talk about piles of pizza boxes and empty soda cans! OMFG! Imagine being a construction worker and living in the house with the people after they move in... and constantly tearing down and building stuff for their pleasure...
RE: Devs
# Oct 10 2003 at 9:33 AM Rating: Decent
<-- hmm... Dev in disguise? /jk.
True. They work hard to TRY n make it a good place to play.

I just think that 'construction workers living in the house' are a disruption for most people. I know I like a house that's finished when I move in. (I work in the field... I've seen incomplete houses - not pretty)
Nerf Patch
# Oct 09 2003 at 3:56 AM Rating: Default
This patch looks like a good patch from the messages given by verant. But from what I have been hearing in game - looks to be a huge nerf patch. Just about every class got nerfed in one way or another in some aspect in the game. And don't bother going to Endor anymore. The highest paid missions there are now only 5k. For how hard that mobs there are and how expensive it is to get there - just a waste of space now. Only use if for creature harvesting. Oh did I mention that creature handlers are claiming that they cant find any babies on endor now. Nice one Verant. Make a huge patch and claim all the improvments they make and secretly nerf tons of stuff in the game. I think I might put this game on ice for about 3 months until more contents is put in the game. Now I could be wrong about all the nerfs - this is just what players have been saying in game. I'm sure more will be posted in the next coming few days.
RE: Nerf Patch
# Oct 09 2003 at 9:58 AM Rating: Default
Its not Verant anymore, SOE bought them
Nerf Patch
# Oct 09 2003 at 3:56 AM Rating: Default
This patch looks like a good patch from the messages given by verant. But from what I have been hearing in game - looks to be a huge nerf patch. Just about every class got nerfed in one way or another in some aspect in the game. And don't bother going to Endor anymore. The highest paid missions there are now only 5k. For how hard that mobs there are and how expensive it is to get there - just a waste of space now. Only use if for creature harvesting. Oh did I mention that creature handlers are claiming that they cant find any babies on endor now. Nice one Verant. Make a huge patch and claim all the improvments they make and secretly nerf tons of stuff in the game. I think I might put this game on ice for about 3 months until more contents is put in the game. Now I could be wrong about all the nerfs - this is just what players have been saying in game. I'm sure more will be posted in the next coming few days.
#Anonymous, Posted: Oct 09 2003 at 2:22 AM, Rating: Sub-Default, (Expand Post) This game sucks.
Dirty much... ?
# Oct 09 2003 at 1:06 AM Rating: Default
Ok, well for the first time in about a week, I walked into the bathroom and... < doesn't want to say it > ... Showered. < sighs > Yes, I kicked the pizza boxes and empty cans of soda and beer that cluttered the way towards the kitchen and my computer, parted the spider webs from the way to my bedroom and found some clean clothes to wear. No, I am not an addict. *twitch* I am... err... um... well, extremely into SWG. I never liked patch days, or not being able to play for any amount of time, however, I LOVE being able to play, and anything that enhances the time I am playing. There is not a day that I tell my woman in the form of a *****, "DAMN! I wish they would fix that!!!!" Well, I am forever grateful that someday, like in the world of EQ they will not need to patch for a day, or if they do, it will be to add something instead of fixing it. I love SOE and everything it has given me, especially the whole day to shower shave and step outside to do more than shade my eyes and curse the sun. Remember, the best things in life... are not things. Enjoy your world, and the one we sometimes share together.
check this
# Oct 09 2003 at 1:03 AM Rating: Default
ok first off you guys need to chill out, talking all this nonsense about " sony launched an unfinished project". Ever play EQ? that damn game is almost 5 years old and STILL gets patches and STILL gets bugs to this day.

MMORPGS are always a constant work in progress patches and server downtime come with the territory.

You say you are not getting what you paid for? you play dont you? you have met new people and gone hunting havent you? Then you got exactly what you paid for.

Another thing, anyone that knows anything about game publishing knows that there is a developer and a publisher and a production company...publishing companies set the deadlines for release dates if the product is not done by then guess what? too bad launch the game or we pull funding, hence why blizzard can delay games endlessly on testing since they do everything in house.

Its just one day folks its happend before it WILL happen again no matter how much you ***** no matter how much you complain no matter how much you threaten to quit life goes on and so do the patches forever. /end rant
RE: Whining?
# Oct 09 2003 at 2:08 AM Rating: Decent
First, it seems there are more people WHINING ABOUT WHINERS than actual whiners posted. Last I checked, this was not **** Germany, so just chill and let folks speak their mind...if the WHINING as you call it bothers you THAT much, then DON"T READ these posts. LOL

Second, so far as poor quality and SWG...I have looked at the official Network Status page and found NO acknowledgement of problems...only a statement that ALL SERVERS ARE UP...even though they are not. If whoever is responsible for the software REALLY CARED about the customer, they could at least post a Please be patient while we address problems, message, rather than falsely saying all is well.

Third,
Do I dislike not being a able to use my server while others CAN use theirs? Yes.
Do I want them to fix it even though it may mean downtime? Yes.
Do I wonder why severe problems causing servers to not be available are not caught in TEST? Yes. But I am sure some/many of you will have answers for these points, or if you don't, will make up an answer and swear it is THE truth...just like all the folks that swear they know THE way to Jedi in SWG...lol
RE: Whining?
# Oct 09 2003 at 5:52 AM Rating: Default
If these guys are the same ones that made eq, it SURE shows. They know they have a good game, thus it is "ok" in their minds to crap at every possible turn on the customer.

Most of us will tolerate this of course, because the game is better than any others out there for the moment.

Alot of exploits/good deals went down the crapper this time around. I only really got to do endor for one day:(

Ill tell you what, they need to make grouping viable and rewarding. Group missions which require you to be grouped and give VERY good extra bonuses to exp and loot would motivate us to group, and logically only make sense to do in a game of this type.

I am dismayed that the game has been out since summer, and they havent made grouping a viable rewarding option.

Furthermore, advancement is slow, and incredibly boring... especially since it is better to solo now.

Essentially, there is nothing new for us towards advancement, since we ran those first few solo missions back when we had the game for the first day. Nothing new, no reward for teamwork.

But folks ill tell ya what, ******** on these boards wont get jack Sh33t achieved. I am making a copy of my post, and pasting it to the feedback section.

If they dont have it together to where the game is viable then when the new game comes out... ill have to cancel their *** just like I did EQ.

Hey, there is always DaoC:)













RE: Whining?
# Oct 09 2003 at 10:04 AM Rating: Default
"I am dismayed that the game has been out since summer, and they havent made grouping a viable rewarding option."

EQ has been out for like 5 years and they are just now getting around to making grouping somewhat of a viable rewarding option.
RE: Whining?
# Oct 09 2003 at 2:27 AM Rating: Default
http://forums.station.sony.com/swg/board/message?board.id=Announcements&message.id=130


read it.
RE: Whining?
# Oct 09 2003 at 6:11 PM Rating: Decent
"
http://forums.station.sony.com/swg/board/message?board.id=Announcements&message.id=130


read it."


Thank you. I read it.
Too bad a short sentence could not have been on the NETWORK STATUS page where it SHOULD have been, instead of simply saying ALL SERVERS ARE UP AND AVAILABLE..which they were NOT.

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