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#13321705 Jun 27, 2017 at 02:18 PM · Edited 2 days ago
479 Posts
Creature Handler

CH's can now tame the following babies as mounts!

Blurrg
Graul
Gronda
Kashyyyk Bantha
Lantern Bird
Murra Blanca
Mutant Rancor
Nerf
Painted Spat
Peko Peko
Rancor
Snorbal
Spiketail Blurrg
Whisper Bird

The following can be purchased from the Galaxy Token vendor:

Armored Bantha
Armored Dewback
Armored Tauntaun


The following we have no idea what we are going to do with yet:

Armored Varactyl
Undead Mutant Rancor






Survey Droid
Now email Stats for resources

****************************************************************


Jedi Journeyman

- Must have 240 (or more0 Skill Points used in Jedi
- Must be a rebel or imperial. NO neutral
- Must NOT be Combatant or SF
- Once you meet the above, goto a shrine and kneel.
- To train in Apprentice Journey man you Must have 200k Jedi XP
- Journeyman Trainers are located at dark and light enclaves.


Fixes for Test
- Fixed schematics for various tokens
- Fixed lair names on Mandalore and Taanab
- Added Melee Mitigation 1 to Master Journeyman
- Adjusted Mount ferocity so they can be controlled by non-ch's
- Sith Speeder sounds now working


Jedi / BH / Ranged
- Ranged have a higher chance to by pass saber block
- Maser BH have an even greater chance to by pass saber block
- Lightsabers will have a higher change for armor break on non-jedi characters armor


Master Powers

- New Master Powers Light Saber
- Added timers to choke, MindBlast1, Mindblast2
- Added dmg to ForceKnockDown 1 - 3, ForceThrow 1 - 2, ForceWeaken 1 - 2
- Added a dizzy state to ForceKnockDown3
- ForceWeaken 1 and 2 now hit all pools for damage

New Changes - 16 July 2017
1. Changed timers on choke, AI, mindblast1, and mindblast2 to 1 minute
2. All times will display how long you have left before the time is up when you use the ability again
3. Fixed bypass saberblock for non ranged toons and non ranged NPCS (the effect will not fire unless they are ranged)
4. All powers require the user to have a saber equipped to use the power
5. Fixed a bug when the user tries a ability with a timer that it fires the ability and adds a the timer still even though the user gets an error telling them that they need to have a saber equipped.
6. Avatar Station and Star Destroying Dungeons have been added to quick travel guy.

New Changes - 17 July 2017
1. All powers attack abilities now use the saber speed and saber force cost to calculate how fast you can cast and how much force is used.

New Changes - 18 July 2017
1. Modification to the Master Powers saber to account for the change in the use of saber speed in the equation when seeing how fast an ability can be cast for powers. (this should put Master Powers speed and force use on par with Master Sabers)

2. Clothing/Armor will now have it's name change to yellow when an attachment is added - showing that it has an attachment in the item.

An attempt at making armor and clothing attachments more useful, and less junk drops.
Along with attempting to make item specific skill mods make sense.

Disabled Skill Mods:

"combat_healing_ability",
"healing_ability",
"keep_creature",
"stored_pets",
"combat_medic_effectiveness",

Removed Skill Mods:

aim
alertlert
beserk - from what I can tell the skill has no effect of effectiveness or duration
carbine_aim
clothing_repair
combat_bleed_defense
droid_complexity
droid_customization
foraging
grenade_assembly
grenade_experimentation
heavyweapon_accuracy
heavyweapon_speed
instrument_assembly
intimidate - from what I can tell the skill has no effect. The ability Intim1 and Intim2 have set resists and duration.
medical_foraging
onehandmelee_damage
pistol_aim
rescue
rifle_aim
steadyaim
structure_complexity
twohandmelee_damage
volley
warcry - same reasoning as initimdate.


Added Skill Mods:

Bio-Engineer:
bio_engineer_assembly
bio_engineer_experimentation
dna_harvesting

Commando:
heavy_flame_thrower_accuracy
heavy_flame_thrower_speed
heavy_rifle_acid_accuracy
heavy_rifle_acid_speed

Jedi:
forceknockdown_accuracy
forcelightning_accuracy
forcethrow_accuracy
forceweaken_accuracy
mindblast_accuracy
forceintimidate_accuracy
force_regen
jedi_toughness
jedi_state_defense
lightsaber_toughness
onehandlightsaber_accuracy
onehandlightsaber_speed
polearmlightsaber_accuracy
polearmlightsaber_speed
twohandlightsaber_accuracy
twohandlightsaber_speed

Scout / Ranger:
creature_harvesting

Squad Leader:
group_melee_defense
group_ranged_defense

Teris Kasi Artist
unarmed_passive_defense = defense acuity

On Armor (not attachments)removed everything except tributary defense skill mods to make it more appealing to any combat class.
On Clothing (not attachments)removed most all combat related skill mods
On Weapons removed any skill mod not related to that weapon.

+5
#13328080 Jul 01, 2017 at 02:38 PM · Edited 17 days ago
83 Posts
BLUE FROG would be really useful to buy the vendor-pets and also to not die constantly when taming without buffs :P

Existing Pets, training as mounts and riding

New mounts, existing in datapad

Mutant Rancor (Taanab) - OK
Gronda - OK - fast mount

Lost Kashyyyk Bantha - No option for train as mount


Painted Spat - No option for train as mount


Nerf - No option for train as mount


Graul Mauler - No option for train as mount
This may be correct if it's only the basic Graul that can be mounted.

Old Mounts, existing in datapad

Giant Carrion Spat - mounted OK
Lesser Plains Bol - already mounted, still rideable
Thune - mounted OK

More to be checked tomorrow, wild spawn babies and BE creations


Blurrg
Graul
Lantern Bird
Murra Blanca
Peko Peko
Rancor
Snorbal
Spiketail Blurrg
Whisper Bird

Elsie Y'da, Doc/Swords
Nigella, Architect/Miner/Droids
Mafeesh, Artisan, Chef, Mechanic
Malakili, BE, CH
Johnnie, Smuggler, Pistols

Eclipse
EU-Chimaera
Basilisk
Rogue One - to stay
+0
#13329082 Jul 02, 2017 at 08:53 AM
479 Posts
They have to grow before you can train them! Some are already big enough to train, others you have to wait.
+0
#13329280 Jul 02, 2017 at 11:25 AM
83 Posts
The ones I already had in the datapad are all fully grown.

Spat is CL65 already, so I don't think it's that.

Haven't found a blurrg baby on Endor yet :(
Elsie Y'da, Doc/Swords
Nigella, Architect/Miner/Droids
Mafeesh, Artisan, Chef, Mechanic
Malakili, BE, CH
Johnnie, Smuggler, Pistols

Eclipse
EU-Chimaera
Basilisk
Rogue One - to stay
+0
#13329299 Jul 02, 2017 at 11:37 AM
479 Posts
Mounts only work on newly tamed pers. if u already have them in ur datapad it will not work
+0
#13329310 Jul 02, 2017 at 11:44 AM
83 Posts
Ah ok, that's what I was testing, to see if it was retrospective. The Mutie Rancor worked, as did the Gronda, but I guess I'm off taming again.

Any chance of a frog to help out with buffs and stuff? My doc respecced to test tokens.
Elsie Y'da, Doc/Swords
Nigella, Architect/Miner/Droids
Mafeesh, Artisan, Chef, Mechanic
Malakili, BE, CH
Johnnie, Smuggler, Pistols

Eclipse
EU-Chimaera
Basilisk
Rogue One - to stay
+0
#13338305 Jul 07, 2017 at 01:35 PM · Edited 12 days ago
83 Posts
Thanks for the Frog :D

All Galaxy Vendor Mounts tame and train as mounts fine.

Mountable/Dismountable, ride round fine, slow down for combat.

I'm guessing by the baby stats that they will all be usable by non-CH when grown? They all, however, have ferocity 3 which may prevent this, - will test and grow them asap.

Taming time tomorrow

Edit : Ok, non-CH can buy but not tame any of them. Will check if they can be passed over by a CH, but doubting it.

Tested - none of these 4 beauties can be used by non-CH
Elsie Y'da, Doc/Swords
Nigella, Architect/Miner/Droids
Mafeesh, Artisan, Chef, Mechanic
Malakili, BE, CH
Johnnie, Smuggler, Pistols

Eclipse
EU-Chimaera
Basilisk
Rogue One - to stay
+0
#13338813 Jul 07, 2017 at 08:59 PM
4 Posts
#13338305 netyoda wrote:



Tested - none of these 4 beauties can be used by non-CH



If the issue is just Ferocity then you should be able to equip a Taming Vicious attachment to cover that.
+0
#13338820 Jul 07, 2017 at 09:03 PM
479 Posts
Ok, these are mounts. You buy the deed, you trade the deed to a CH, he trains the pet as a mount, then they give it back to you. We have tested that part and it works, so not sure what is not working for you :)
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#13339376 Jul 08, 2017 at 08:29 AM
83 Posts
I'll get screenshots of the process - when I try to transfer the pet from the CH to the non-CH I get "That person has no chance of controlling this creature". Haven't tried datapad transfer yet. This is with a deed that the CH bought, tamed, trained and tried to transfer.s

With regards to using tapes for the ferocity - I don't believe non-CH have the basic skill mod for the tapes to increase, in the same way that dodge tapes are useless for people without the dodge skillmod.

They're awesome mounts, I don't know whether you intend them to be for all (I think you do from your comments) or just CH.

Internet is playing up today, I'll get on test later and document it all with screenies and stuff.


Elsie Y'da, Doc/Swords
Nigella, Architect/Miner/Droids
Mafeesh, Artisan, Chef, Mechanic
Malakili, BE, CH
Johnnie, Smuggler, Pistols

Eclipse
EU-Chimaera
Basilisk
Rogue One - to stay
+0
#13339498 Jul 08, 2017 at 10:32 AM
479 Posts
Simple fix, I will change the ferocity to 0
+2
#13348530 Jul 13, 2017 at 06:34 PM
8 Posts
Will you please explain the Powers LS?
Hera- Master Merchant/ Master Image Designer
Leah- Master Miner
+0
#13348921 Jul 14, 2017 at 01:38 AM
377 Posts
#13348530 Isabella wrote:

Will you please explain the Powers LS?



Sure its a saber for master powers. Seeing there is a revamp to powers in the work as stated in the test notes this is part of that revamp.
+1
#13348954 Jul 14, 2017 at 02:14 AM · Edited 4 days ago
12 Posts
Quick question Savage

Because now that Avoid Incap was changed to a timer for 30 min will the amount of time change from 30sec to maybe 1min or longer the high you go up in the Jedi tree. Because if you are a master defender you may need more heals if you don't make the duration longer?

It may change everyone to Master Enhancer templates that is.

Interested in what your thoughts are on this?

Maybe not have a timer and just change the amount of force we use from 750 to 1250 if you think it's to OP
+1
#13349219 Jul 14, 2017 at 07:07 AM
61 Posts
Would be better to remove the AI all together and make a temp skill that would just increase the saber block for 30 seconds, the idea of one class having a "SUPERMAN" button is a little ridiculous since no other class gets one. If the defender was true to the "tank" classification, then increased block with a lengthy timer would be more sensible. I have only tried the AI one time since 2003 and I am always master defender and never needed it, it reminds me of being able to pull out a speeder or ship in combat and running, unfair.


+0
#13349655 Jul 14, 2017 at 01:31 PM
377 Posts
#13348954 bamneely wrote:

Quick question Savage

Because now that Avoid Incap was changed to a timer for 30 min will the amount of time change from 30sec to maybe 1min or longer the high you go up in the Jedi tree. Because if you are a master defender you may need more heals if you don't make the duration longer?

It may change everyone to Master Enhancer templates that is.

Interested in what your thoughts are on this?

Maybe not have a timer and just change the amount of force we use from 750 to 1250 if you think it's to OP



The current issue with AI is that you can just constantly spam it and basically give yourself god mode which in my opinion was never the intent of the ability. In my opinion its the oh shit button you hit it and hope you can kill what you are fighting and get a heal off to keep yourself alive.

As far as the timer this maybe changed but at this time with MDef running around with a marco that will just spam AI something needs to be modified.

This is also coming from someone who has played MLS/MDef since live and be honest have only used AI once and that was when i first got my MDef.

Would be better to remove the AI all together and make a temp skill that would just increase the saber block for 30 seconds, the idea of one class having a "SUPERMAN" button is a little ridiculous since no other class gets one. If the defender was true to the "tank" classification, then increased block with a lengthy timer would be more sensible. I have only tried the AI one time since 2003 and I am always master defender and never needed it, it reminds me of being able to pull out a speeder or ship in combat and running, unfair.



Don't think we will take it out of the game but I agree no superman button is needed. As far as the block goes there is issues with that due to it only works on ranged attacks (as I am assuming you mean Saber Block) which would be fine against ranged classed but even in PvE when you get close to a ranges mob they go to melee and saber block would do nothing for you.

I honestly don't know what the best solution is but I do feel adding a cooldown timer to the ability will help a bit. Again I have only used it once in the entire time I have had a MLS/MDef as I never saw the point in it much if your gonna die your gonna die.

But all ideas are welcome and we will take them all into consideration as we make these changes.
+1
#13349736 Jul 14, 2017 at 02:24 PM
61 Posts
Well, would an increase in Jedi Toughness help with the ranged? I have not gotten as in-depth as most to the core mechanics obviously, but I do accept that there should be some sort of toughness added to the defender template instead of the AI, or as you guys have suggested, just increase the cool down timer/Force costs, and call it a day, that would make it the oh shit! button for sure, especially if when activated you use 75% force and have 10 seconds to run! :) Maybe throw in a touch of Dmg reduction while it's active so it is a "DEFENSE" only button. 😇















+0
#13349855 Jul 14, 2017 at 04:00 PM
8 Posts
I disagree with the change to Avoid Incap. Avoid incap has always been the most unbalanced ability in game. It was designed that way. It does not make a jedi immortal but it insures that you don't take a master defender down with ease. As it should be. Master Force Defender only has 1 ability. Compare that to the multitude of usable abilities granted by every other jedi profession. It should be most powerful. You just put a 30 minute cool down on every ability that a force defender gets. And yes it is as crippling as that sounds. It is every bit as game breaking as putting a 30 minuter cool down on every Jedi ability that any other jedi profession gets. Best advise on balancing Jedi i can give is Don't do it. No server that has ever tried to balance Jedi has made their community happy. All they have ever accomplished is losing all of their player base. Including live. Just my 2 cents and I don't even have Novice defender in my finished Jedi build so it's not that. I love it here and am only trying to help. Perhaps we could get a community poll on this and ask BH's not to vote?
Hera- Master Merchant/ Master Image Designer
Leah- Master Miner
+0
#13350084 Jul 14, 2017 at 07:05 PM
61 Posts
#13349855 Isabella wrote:

I disagree with the change to Avoid Incap. Avoid incap has always been the most unbalanced ability in game. It was designed that way. It does not make a jedi immortal but it insures that you don't take a master defender down with ease. As it should be. Master Force Defender only has 1 ability. Compare that to the multitude of usable abilities granted by every other jedi profession. It should be most powerful. You just put a 30 minute cool down on every ability that a force defender gets. And yes it is as crippling as that sounds. It is every bit as game breaking as putting a 30 minuter cool down on every Jedi ability that any other jedi profession gets. Best advise on balancing Jedi i can give is Don't do it. No server that has ever tried to balance Jedi has made their community happy. All they have ever accomplished is losing all of their player base. Including live. Just my 2 cents and I don't even have Novice defender in my finished Jedi build so it's not that. I love it here and am only trying to help. Perhaps we could get a community poll on this and ask BH's not to vote?



None of the other Jedi have anything close to that defender skill, not any other class for that fact. Why should defender be the ONLY class in the game with a invincible button. We have watched them use AI in PVP, BASE BUSTING, and even hunting with a spam macro and a timer that repeats the invincible state.

I must admit, it poses a good discussion, but to say that it should be left alone I tend to lean towards the devs view. It's not even a balancing issue, I have used Mdef/MLS/Enh/Heal since 2003 and I never use that skill due to it being extremely overpowered, poorly designed, and used to grief or Spawn Camp. If you add Exos, Pikatta, and Citrus to the build with some thak depending on the situation, there is no need for the AI at all. This skill cannot remain in it's current state, if you are a BH and roll on one of these,, the fight is just plain stupid.

As far as a Poll, why exclude the BH, they should have a say-so on the subject since they are the other alpha class that has to PVP with them.

The Player base is fluid in the EMU's. For every one that quits or passes through 4-6 more take his/her place, Where you may not like the changes,, a BH from another server may like it here, thus, a new player.

Balancing this game has been going on since 2003 even during live. It is just not possible for this game to reach the full potential with some of it still missing or not implemented. So Balance what we got, and roll on, learn and adapt.

Best bet is to let the timer be altered. If you push too hard you may loose more than you bargain for. The motto I have seen used here is "Be careful what you ask for, you just might get it plus some"...🃏


Thornes
+0
#13350097 Jul 14, 2017 at 07:21 PM
377 Posts
#13349855 Isabella wrote:

I disagree with the change to Avoid Incap. Avoid incap has always been the most unbalanced ability in game. It was designed that way. It does not make a jedi immortal but it insures that you don't take a master defender down with ease. As it should be. Master Force Defender only has 1 ability. Compare that to the multitude of usable abilities granted by every other jedi profession. It should be most powerful. You just put a 30 minute cool down on every ability that a force defender gets. And yes it is as crippling as that sounds. It is every bit as game breaking as putting a 30 minuter cool down on every Jedi ability that any other jedi profession gets. Best advise on balancing Jedi i can give is Don't do it. No server that has ever tried to balance Jedi has made their community happy. All they have ever accomplished is losing all of their player base. Including live. Just my 2 cents and I don't even have Novice defender in my finished Jedi build so it's not that. I love it here and am only trying to help. Perhaps we could get a community poll on this and ask BH's not to vote?



Now this is kind of open to debate a bit but lets just take your statement here

"No server that has ever tried to balance Jedi has made their community happy. All they have ever accomplished is losing all of their player base. Including live."

So with that idea then basically we should leave powers completely fubar? I know that's not really what you meant but that is how that statement comes across.

Now on to the matter at hand sure having AI can be a good thing in a Oh Shit schenario but when MDef are running around PvP events and single handily taking out Turrets with an AI macro and people beating on them and not dieing at all you don't think there should be some modifications done to this?

Or when a single MDef goes into a bunker and can kill everything in there (yes it takes some time) for loot and does not have to worry. You think that is ok?

Don't get me wrong I miss my defender of live which by no means was as squishy as emu version and would or could our MDefender get back to that and still have some limitation on AI sure I would love to see that but currently in my opinion AI is an I win button and I have sat there and watched people do it.. Is it an exploit no as its the mechanic of the game hence why no one has gotten in trouble for it, but i my opinion there needs to be a change made.

With that said I would like to hear any comments about changing AI and what you guys would do cause the debate is not will it change its what will we change on AI.

Hate to burst any bubbles here but that is really in the end what will happen, we just would like to know how you guys see a change happening. Cause to be honest you don't really want to know what we originally talked about for a change to AI which is no longer on the table.
+1