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Thread: [Event] Get a Clue...

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  1. #1
    Member popalacka's Avatar
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    Holy **** goggles?!

    Sad thing I never started playing on Bas lol

    Good luck everyone!

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    Now if anyone would just give a direction of where they drop. Certainly not off of Corsec npc's. Maybe just higher end mobs? Nightsisters, Geonosians etc?

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    Junior Member odaus's Avatar
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    Oh since the cats out the bag, #serverfirst
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    hmmm so unless i buy clues as a non combat player this is slightly unfair or can i find them while crafting ????

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    Quote Originally Posted by imost999 View Post
    hmmm so unless i buy clues as a non combat player this is slightly unfair or can i find them while crafting ????
    No. Just like $OE, all events and rewards are wrapped around combat classes only. /shrug

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    Junior Member LucasFugitive's Avatar
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    Quote Originally Posted by Malady View Post
    No. Just like $OE, all events and rewards are wrapped around combat classes only. /shrug
    Well, even SOE didn't have only combat class events. They just made everything that people would want combat only.
    Quote Originally Posted by cRush View Post
    Time for kids to start playing with integrity instead of being selfish, arrogant a**holes.

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    Retired SWGEmu Staff Kreen's Avatar
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    Quote Originally Posted by Malady View Post
    No. Just like $OE, all events and rewards are wrapped around combat classes only. /shrug
    So you have a brilliant suggestion for how crafters could "loot" things in an event that is of equal difficulty to combat, as not to unbalance things. Please share.
    Kreen
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    Junior Member mwsupra's Avatar
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    No you can't. But that wouldn't really make sense anyway.

    I created a combat character just to get these and gave up shortly after due to the rarity of finding them (maybe because I was killing low level mobs). Eventually looted CLUE #3 that way but bought the rest. Got them faster by crafting, making money, and buying them.
    Last edited by mwsupra; 07-02-2012 at 09:35 PM.

  9. #9
    Member calous's Avatar
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    I think the event is pretty nicely done from all the viewpoints, but i guess theres always someone that isnt happy with it.

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    Perhaps, whenever a crafter is using a looted schematic, an uber-badass schematic(s) could be parsed from the information--like there's a programming backdoor in the software of the looted schematic that someone's datapad might randomly stumble-upon and access.

    Looted schematic has x% chance to create [per system message and datapad entry] schematics for the uber-rare, or SWGEmu-only, stuff:
    *Crafted (or should I write: engineered) krayt tissues/acklay bones/rancor bile/spider venom/other enhancements
    *Crafted heavy duty clasps/heavy leather segments/other enhancements
    *Bonus uses of crafted schematic
    *Random looted schematics
    *Crafted anti-decay kit/resource deed (% of final assembly would determine time and date of anti-decay kit expiration--set a max of like 6 months, while attached to an item)
    *Instant shuttle beacons
    *Instant @buff tickets
    *Orbital bombardment beacons
    *Clone of cRush in uber-DEV-god-mode to wail on all mobs in the area for 45 seconds

    I could keep going, but those are just a few off the top of my head...
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  11. #11
    Retired SWGEmu Staff Kreen's Avatar
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    Quote Originally Posted by chiwar7178 View Post
    Perhaps, whenever a crafter is using a looted schematic, an uber-badass schematic(s) could be parsed from the information--like there's a programming backdoor in the software of the looted schematic that someone's datapad might randomly stumble-upon and access.

    Looted schematic has x% chance to create [per system message and datapad entry] schematics for the uber-rare, or SWGEmu-only, stuff:
    *Crafted (or should I write: engineered) krayt tissues/acklay bones/rancor bile/spider venom/other enhancements
    *Crafted heavy duty clasps/heavy leather segments/other enhancements
    *Bonus uses of crafted schematic
    *Random looted schematics
    *Crafted anti-decay kit/resource deed (% of final assembly would determine time and date of anti-decay kit expiration--set a max of like 6 months, while attached to an item)
    *Instant shuttle beacons
    *Instant @buff tickets
    *Orbital bombardment beacons
    *Clone of cRush in uber-DEV-god-mode to wail on all mobs in the area for 45 seconds

    I could keep going, but those are just a few off the top of my head...
    The problem with crafting is that you'd have to alter the code either for the crafting manager or the draft schematic to add those probabilities in there. With combat, it's a simple matter of adding something to the loot tables, where creatures pull from to decide what they drop based on a percentage. Crafting doesn't work that way.

    That means, it's easy to add something like a new item to drop from the loot tables than it would be to add an item spawning from a crafting session. Though it's possible, you would have to alter the code away from 14.1, the goal of the project. Adding something to a loot table doesn't alter code.


    Now watch, cRush is gonna take this as a challenge and find a way. Crafting loot tables or something =)
    Kreen
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    Quote Originally Posted by Kreen View Post
    The problem with crafting is that you'd have to alter the code either for the crafting manager or the draft schematic to add those probabilities in there. With combat, it's a simple matter of adding something to the loot tables, where creatures pull from to decide what they drop based on a percentage. Crafting doesn't work that way.

    That means, it's easy to add something like a new item to drop from the loot tables than it would be to add an item spawning from a crafting session. Though it's possible, you would have to alter the code away from 14.1, the goal of the project. Adding something to a loot table doesn't alter code.


    Now watch, cRush is gonna take this as a challenge and find a way. Crafting loot tables or something =)
    Perhaps I should move that to the "Future Server Ideas" board?
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    SWGEmu Retired Community Relations bigevil's Avatar
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    Thought it was very well done, even though I couldn't participate.
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  14. #14
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    Quote Originally Posted by Kreen View Post
    So you have a brilliant suggestion for how crafters could "loot" things in an event that is of equal difficulty to combat, as not to unbalance things. Please share.
    You got to think out of the box so to speak. You could have it be "loot" for combat classes. Crafted, surveyed and/or sampled by crafting classes. For example: craft "X" items and you have a chance that a "clue" disk will be given. Same with surveying and sampling. Same could be done for Entertainers/ID.

    Quote Originally Posted by bigevil View Post
    Thought it was very well done, even though I couldn't participate.
    Seeing as I don't have a combat toon past novice marksman, I didn't even know about the event till about 3 days ago. But from what I heard it was done quite well.

  15. #15
    Retired SWGEmu Staff Kreen's Avatar
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    Quote Originally Posted by Malady View Post
    You got to think out of the box so to speak. You could have it be "loot" for combat classes. Crafted, surveyed and/or sampled by crafting classes. For example: craft "X" items and you have a chance that a "clue" disk will be given. Same with surveying and sampling. Same could be done for Entertainers/ID.
    Quote Originally Posted by Kreen View Post
    The problem with crafting is that you'd have to alter the code either for the crafting manager or the draft schematic to add those probabilities in there. With combat, it's a simple matter of adding something to the loot tables, where creatures pull from to decide what they drop based on a percentage. Crafting doesn't work that way.

    That means, it's easy to add something like a new item to drop from the loot tables than it would be to add an item spawning from a crafting session. Though it's possible, you would have to alter the code away from 14.1, the goal of the project. Adding something to a loot table doesn't alter code.


    Now watch, cRush is gonna take this as a challenge and find a way. Crafting loot tables or something =)
    I think you missed my other reply. It's simple to think "have a set percentage to get an item while crafting," but it's much more complicated to implement that. Combat loot tables, on the other hand, are actually made to do that. Not the crafting interface.

    Don't worry, we think outside of the box for a lot of our events, and we're working on an idea to get the non-combat professions involved in our next big event =)
    Kreen
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    SWGEmu is a non-profit, open source community project.
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