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publish 22


xieon

Öne çıkan mesajlar

Combat

Changed the Combat Haste value on Luilris Mushroom Pie to be more in line with other Combat Haste buffs.

Experience Points

Updated group experience point bonuses and group XP bonus rewards can now be easily identified in the XP feedback.

Misc.
The word "sturdy" and "glass" are no longer reserved words.

Profession: Bounty Hunter

Master Bounty Hunters should see more Elite level marks.
Bounty Hunters should no longer be prevented from attacking their NPC bounty targets.

Profession: Creature Handler

Pet Critical Damage (both the ability and Bio Engineered stat) will work correctly.
All triggered Pet Abilities will now have Action & Mind costs for the pet.
Ranged pet actions will now have the same Action / Mind costs as melee pet actions.
Pet Ability experience points will now carry over to next maturity level when completing a maturity level.
Creatures of the same species as a pet will no longer ignore the pet and only attack the master.
Creature Handlers will no longer occasionally receive double experience points when their pet is not in group with them.
Added the Train Pet command to the command browser (CTRL-A).
Pet Abilities now have unique buff / de-buff icons.
The pet command training window will automatically re-open once the pet learns the command.

Profession: Droid Engineer

All droid modules will work properly.

Profession: Jedi

Force Intimidation will no longer copy the previous target's posture to the current target (which sometimes resulted in a cone of death).

Profession: Musician

Players can no longer move other player's musical instruments.

Profession: Scout / Ranger

The restriction on placing a camp too close to a lair has been removed.

Profession: Smuggler

Slicing components will now auto-stack.
Slicing Critical Damage will work correctly.

Profession: Weaponsmiths

Weapon crafting using loot drop stocks and scopes will now create valid weapons. This change only effects newly looted component stocks and scopes.
Nightsister vibro motors can now be crafted with valid damage types. This change only effects newly looted Nightsister vibro motors.

Space


Players are now able to access components in ships in their datapad that are not the same space faction as their current space faction.

Species

Species abilities can again only be used by the specific species that have special abilities.

Vehicles

There is no longer a 15-45 second delay on calling vehicles.
Disabled AV21's and Jetpacks can now be repaired at garages.

Wearables

Some helmets (such as AT-AT Helmet, Black Sun Ace Fighter Helmet, Imperial Ace Fighter Helmet, Privateer Ace Fighter Helmet, Rebel Ace Fighter Helmet, Tie Pilot Helmet, and Tusken Raider Helmet) have been reclassified as clothing so can be worn without incurring armor penalty or being prevented from wearing the item.
In cases where the game would occasionally think a character is wearing armor, and they are not wearing any armor, but an armor penalty is applied will no longer happen.[signature][hline]Corbantis
Xeon, Yakınşehir(jedi knight olma yolunda az kaldi :)
Xieon, Yakınşehir

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bu arda bunun %100 pub22 oldugundan emin degilim ama böyle bir patch var haberiniz olsun herhalde bupatchdeki en iyi seylerden biri dbyi fixlemeleri vede av-21, jetpacklerin tamiri olmus[signature][hline]Corbantis
Xeon, Yakınşehir(jedi knight olma yolunda az kaldi :)
Xieon, Yakınşehir

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Ya bu publish in %99 u bozuk ve isin garibi bu publish ile alakasi olmayan pek cok seyide bozuyor(Sanirim bazi kisiler armorlarla alakali sorunlar yasiyor)kac defa denedim yine arac cikarmanin suresi 15sn ayrica pilot helmetlerini cikardiginiz an geri takamiyorsunuz kac exp aldiginizi soylemiyor ve de exp nerf olayi acaip kotu her ne kadar butun karakterlerimi bitirmis olsam bile bu durum cok kotu
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arkadaşlar olay bug.. nerflemek istedikleri şey bu değilmiş anladığım kadarıyla offical forumlardan..

hoş devlerden klasik olarak bi tepki gelmedi hala .. ama bu böle decvam etmiycek...[signature][hline]www.kemirgen.net
Heyd - Jedi Padawan
Deadem - Master Bio-Engineer - Master Ranger
Hüsam - Level 50 Invul/NRG -(retired®)
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sanırım o bug denilen armor break ile düşürülmesi. mantıklı olmasa da denge için gerekli olduğu düşünülmüş ama armorların slicelanabilmesi ve CAnın yanı sıra AA ları da giyebilmesi bakımından bi dengesizlik oluyo. (armor kullananların para ödemesi ve hydrence olayini hesaba katmiyorum tabi çünkü çok büyük bi para diil ve master olunca hydrence sorun olmuyo)

XP bug ı düzelene kadar solo kasın 1-2 güne düzeltilir hotfoxle. benim medic kasmam gerek yanlız 100k grupsuz nası kascam bilmiyom eheh.[signature][hline]Alo-matik
Pati - ?
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said:
tunch, 17 Ağustos 2005 21:44 tarihinde demiş ki:
arkadaşlar olay bug.. nerflemek istedikleri şey bu değilmiş anladığım kadarıyla offical forumlardan..

hoş devlerden klasik olarak bi tepki gelmedi hala .. ama bu böle decvam etmiycek...


her zamanki gibi kaş yapmak isterken göz çıkardılar desene =P[signature][hline]www.scuniverse.com
www.scuniverse.com/forum
Ayrton Senna is not dead

Beş Hececiler
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Tiggs (dev):

Hello Folks,

First off I would like to apologize to all of you. When I first started receiving reports regarding experience I thought it was a bug since we had one earlier in the day with the display issue. I posted asking for solid information to pass on to the team so it could be tested and verified. Wednesday afternoon when I received word that everything was working as intended is when the community team found out that there were changes made to how experience is calculated.

There was an oversight on the part of the producers with notifying the community team of these changes. =( The community team thought that it was a change to the display for experience, we had no idea of the magnitude of the changes made. I sincerely apologize for this miscommunication and moving forward we will make every effort possible to make sure that something like this doesn’t happen again.

A few team members and I have sat down and went over some of the top questions in this thread. Here are the responses…

* Why were the publish notes not clear that this was a nerf to experience?

This was simply an oversight in the process. The details of the change were not raised to the community teams awareness.

* Why was the community not given advanced notice of this nerf so that they could test it out on TC and provide valid feedback that would be taken into consideration? Dev’s should have allowed for player concerns and tweaking.
* Why was this publish only on TC one day before pushing it to live servers

This fix was implemented as a hotfix candidate to go directly from internal testing to live. We felt that the advancement rate of the grouped players was so extremely broken, that we needed to implement a solution immediately: just as we would do for a duping exploit or a gameserver crash. Only concern over the severity of the change led to it being held in development as we tested and tweaked the numbers, so that it wasn't released as a hotfix after all, but instead rolled-out with the publish.

* Why was this change done at all? CU forced people to group now we feel we are being forced to solo
* As a paying customer, I would like to better understand the reasoning behind this change. I have heard my fellow players' remarks, but I do not want to base my point-of-view on conjecture and heresay, but on facts and purposes.

This change was necessary due to the advancement rate of a player in a full group vs. the advancement rate of a solo player. The disparity between the two was so extreme that playing solo felt like a waste of time, as you could gain xp 1000 percent faster by grouping. The xp requirements and awards had been balanced toward a solo player's experience, but grouped players were able to advance not only much more quickly than solo players, but much more quickly than we had ever intended.

* Why was the system message taken away? Why not just simply add the group bonus to the system message like every other game out there

We think there's too much clutter on the screen, and would like for players to be able to see more of the game, and read less of it.

* The new display is very confusing; please explain in simple details on how the display works.

The XP flytext shows the total amount of xp that you earned from the creature. This is divided among the applicable skills that you used to defeat the encounter: For example if you gained 1000 pistols xp and 1000 rifles xp, you will see "XP: 2000" as the first part of the fly text. In your chatbox, you'll receive the messages "You have gained pistols xp" and "You have gained rifles xp". We do this so that you can see what kind of xp you have received, without cluttering the screen with a lot of text.

Under the XP amount flytext, you will also see your group bonus percentage. For example "(Group Bonus: 12%)" means that you've earned 12% more xp due to your group size. As your group size increases, the bonus percentage increases.

* While it may seem like a great thing to you to slow down XP, there are some things you haven't considered. Since the XP is getting divided between the players in a group, groups will want to kill as fast as possible. This means that medic, doc, tk, smuggler, pistoleer, squad leader, ranger, ch and any other profession that is not a high DPS profession is not wanted. Why would someone want a medic sucking up XP when they aren't making the killing go faster?

Killing mobs "as fast as possible" has always been the optimal way of gaining the most xp in the shortest period of time, even under the old system. Combat support professions are designed to help the direct combat professions defeat enemies. Just because their assistance is indirect (for example, healing you so that you don't die), doesn't mean that they aren't helping to defeat enemies.

We continue to review and evaluate the change, specifically to the size of the "group xp
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