Page 4 of 18 FirstFirst 1 2 3 4 5 6 7 8 14 ... LastLast
Results 46 to 60 of 263

Thread: Publish 6: AI Strikes Back

Hybrid View

  1. #1
    Junior Member
    Join Date
    Sep 2012
    Posts
    51
    Play Stats
    Inactive
    Reading all the sweet updates with a big smile on my face until 6 lines from the bottom - BAAM! "Color codes are now filtered out of item names during crafting and when vendors/bazaar sends in game mails".

    My entire business gone. Did not expect that. Happy days.

    Anyone interested in buying 3000 colour-tagged pieces of clothing and padded armor?

  2. #2
    Newbie
    Join Date
    Jul 2012
    Posts
    27
    Play Stats
    Inactive
    Ok I am a forum newbie but here goes - does the Prima Official Strategy Guide count as evidence? It lists all the weapons and shows the Tusken rifle as kinetic. Can provide a picture of the listing if that helps.

  3. #3
    Junior Member
    Join Date
    May 2011
    Location
    Cincinnati, OH
    Posts
    141
    Play Stats
    Inactive
    Quote Originally Posted by Meano Darkstar View Post
    Ok I am a forum newbie but here goes - does the Prima Official Strategy Guide count as evidence? It lists all the weapons and shows the Tusken rifle as kinetic. Can provide a picture of the listing if that helps.
    Heh, I've got that guide and a lot of the stats in there are horribly inaccurate. The guide obviously represents info before the game even launched, let alone 14.1. I'm gonna say no.

  4. #4
    Senior Member ljay1973's Avatar
    Join Date
    Dec 2006
    Posts
    1,949
    Play Stats
    Inactive
    Great job as always Dev Team!
    Its only when you see a list written like this that you realise just how many little quests there were in SWG

    Quote Originally Posted by fear_town View Post
    I'm more sad that Tusken Rifles when crafted now are energy weapons. They were kinetic. That's why they added the one kinetic weapon to the class missing one a few months after live started. Because every profession had one but the one, now rifleman are left out in the cold because the tusken can't be proven to have kinetic.


    Someone needs to do some digging..
    Maybe that someone could be you??
    Seriously, you wont find evidence that Tuskens were Kinetic at 14.1 because they were energy damage. As much as it would be nice to have a kinetic rifle available, it was just not the case.
    A while back I looked into this pretty thoroughly, found plenty of evidence of pre-14.1 energy tuskens, none of kinetic versions
    The Tusken King Rifle.... thats a different matter!

    Quote Originally Posted by tarsh View Post
    i thought that only applied to in game mails from the bazaar and vendor were no longer in color.
    nope, all colouring is removed from item names now. Annoying, but this is how it was at 14.1 so has to be in here.
    The reasons SOE removed this ability in the first place stand out as evidence that the old dev team (or at least members of it) valued the subs money of idiots more than others! A small amount of cerebrally challenged people were fooled into thinking crafted items were rare loot because the crafter gave them a yellow name. Sounds more like a tax on stupidity to me. :P
    Last edited by ljay1973; 11-16-2014 at 08:42 AM.
    <DOGBOY> Auld Skool WS
    ****** retired ******

  5. #5
    Banned
    Join Date
    Oct 2014
    Posts
    20
    Play Stats
    Inactive
    Quote Originally Posted by fear_town View Post
    I'm more sad that Tusken Rifles when crafted now are energy weapons. They were kinetic. That's why they added the one kinetic weapon to the class missing one a few months after live started. Because every profession had one but the one, now rifleman are left out in the cold because the tusken can't be proven to have kinetic.


    Someone needs to do some digging..
    youre right! rifleman is such a gimped, underpowered class that it needs to have every damage type available to be viable in PVE or PVP.

    speaking of underpowered classes: can we make scythes stun damage, since swords doesnt have a stun damage weapon?
    ...and while were at it, how about some stun dmg AP3 VKs?

  6. #6
    Junior Member fear_town's Avatar
    Join Date
    May 2013
    Posts
    71
    Play Stats
    Inactive
    Quote Originally Posted by Blackhearted View Post
    youre right! rifleman is such a gimped, underpowered class that it needs to have every damage type available to be viable in PVE or PVP.

    speaking of underpowered classes: can we make scythes stun damage, since swords doesnt have a stun damage weapon?
    ...and while were at it, how about some stun dmg AP3 VKs?
    Lest not go projecting your hopes onto my words mate. I'm not saying every class needs access to every type of damage. I was quite simply stating that that was the reason SOE Live devs added the one kinetic weapon to the one class a few months after live came out. I cannot recall what class or weapon it was. It's a memory. I could be wrong.

    Shocker.

    Drop off vendor - TBD

  7. #7
    Junior Member
    Join Date
    Nov 2014
    Posts
    68
    Play Stats
    Inactive
    Quote Originally Posted by fear_town View Post
    Lest not go projecting your hopes onto my words mate. I'm not saying every class needs access to every type of damage. I was quite simply stating that that was the reason SOE Live devs added the one kinetic weapon to the one class a few months after live came out. I cannot recall what class or weapon it was. It's a memory. I could be wrong.

    Shocker.
    You are wrong.

  8. #8
    Junior Member fear_town's Avatar
    Join Date
    May 2013
    Posts
    71
    Play Stats
    Inactive
    Quote Originally Posted by cradossk View Post
    You are wrong.
    And your post was pointless as others have already took the time to chime in that I was. Add to the top the fact that I pretty much straight up said I was likely wrong. Let's just agree that you are an ******* and move along shall we.
    Last edited by fear_town; 11-17-2014 at 03:15 PM.

    Drop off vendor - TBD

  9. #9
    Member
    Join Date
    Oct 2014
    Posts
    394
    Play Stats
    Inactive
    Quote Originally Posted by fear_town View Post
    Lest not go projecting your hopes onto my words mate. I'm not saying every class needs access to every type of damage. I was quite simply stating that that was the reason SOE Live devs added the one kinetic weapon to the one class a few months after live came out. I cannot recall what class or weapon it was. It's a memory. I could be wrong.

    Shocker.
    The Berserker Rifle was kinetic

  10. #10
    Banned
    Join Date
    Jan 2011
    Posts
    226
    Play Stats
    Inactive
    Quote Originally Posted by ForceFielding View Post
    The Berserker Rifle was kinetic
    The Berserker Rifle was heat pre-cu.

    https://www.swgemu.com/archive/scrapb...fault_166.html
    Last edited by Kosta; 11-17-2014 at 06:38 AM.

  11. #11
    Newbie
    Join Date
    Sep 2012
    Posts
    26
    Play Stats
    Inactive
    Quote Originally Posted by fear_town View Post
    I'm more sad that Tusken Rifles when crafted now are energy weapons. They were kinetic. That's why they added the one kinetic weapon to the class missing one a few months after live started. Because every profession had one but the one, now rifleman are left out in the cold because the tusken can't be proven to have kinetic.


    Someone needs to do some digging..
    Yes, Tusken Rifles were more assuredly Kinetic Damage.

  12. #12
    Developer
    Join Date
    Jan 2007
    Posts
    956
    Play Stats
    Inactive
    Quote Originally Posted by resurection1 View Post
    Yes, Tusken Rifles were more assuredly Kinetic Damage.
    No they weren't. We don't make these changes without evidence. You're welcome to find evidence to the contrary (14.1 evidence, not stuff from initial release), but we didn't change it "just because". You can prolly find our evidence on Mantis in a resolved ticket somewhere if you looked around.

    The wording on the weapon decay line is causing confusion for some. What it's stating is that you'll no longer take the 1/5% decay on weapons that you take on armor when you return to a cloning terminal. The only decay that weapons will take are their normal "use" decay. Weapons also can no longer be insured, because they weren't insurable on live. Hence why ADK's were so popular with high end weaponry.
    Last edited by Lolindir; 11-16-2014 at 02:41 PM. Reason: Double post
    Miztah
    Developer

    SWGEmu is a non-profit, open source community project.
    miztah@swgemu.com | How to report bugs | Mantis (Bug Tracker)

  13. #13
    Inactive Developer Klivian's Avatar
    Join Date
    Jun 2013
    Posts
    338
    Play Stats
    Inactive
    Quote Originally Posted by Miztah View Post
    No they weren't. We don't make these changes without evidence. You're welcome to find evidence to the contrary (14.1 evidence, not stuff from initial release), but we didn't change it "just because". You can prolly find our evidence on Mantis in a resolved ticket somewhere if you looked around.
    Yep. No one has found evidence to refute it in more than a year since the change went in. But enough about Pub 4 changes....
    Klivian
    Inactive Developer


    klivian@swgemu.com
    SWGEmu is a non-profit, open source community project.
    SWGEmu FAQ | Install SWGEmu | Report Bugs

  14. #14
    Newbie Elmseeker's Avatar
    Join Date
    Oct 2014
    Location
    Las Vegas, NV
    Posts
    40
    Play Stats
    Inactive
    Quote Originally Posted by Miztah View Post
    The wording on the weapon decay line is causing confusion for some. What it's stating is that you'll no longer take the 1/5% decay on weapons that you take on armor when you return to a cloning terminal. The only decay that weapons will take are their normal "use" decay. Weapons also can no longer be insured, because they weren't insurable on live. Hence why ADK's were so popular with high end weaponry.
    Thank you. I do believe you are correct that it was the wording in the patch notes that caused confusion here. Thanks for the clarification.

  15. #15
    Dedicated Darksmyth's Avatar
    Join Date
    Jun 2007
    Posts
    728
    Play Stats
    Inactive
    Quote Originally Posted by Miztah View Post
    No they weren't. We don't make these changes without evidence. You're welcome to find evidence to the contrary (14.1 evidence, not stuff from initial release), but we didn't change it "just because". You can prolly find our evidence on Mantis in a resolved ticket somewhere if you looked around.

    The wording on the weapon decay line is causing confusion for some. What it's stating is that you'll no longer take the 1/5% decay on weapons that you take on armor when you return to a cloning terminal. The only decay that weapons will take are their normal "use" decay. Weapons also can no longer be insured, because they weren't insurable on live. Hence why ADK's were so popular with high end weaponry.
    They weren't? Are you sure? I do seem to remember little orange [i] insurance markers on my weapons on Live. I'll have to look through my old screenshots and see if I have one of my inventory... That and weapons still decay with use, making ADKs really useful. I'm all for item decay, it keeps the player economy strong... But I do believe weapons were insurable on Live.
    Last edited by Darksmyth; 11-16-2014 at 04:01 PM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts