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Chapter 6 Info topic

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Lantern
(@lantern)
Illustrious Member Admin

Er is weer een stratics chat gehouden en hier volgt een kleine samenvatting:

The past year we've seen alot of changes within SWG but so little content,are we to see any expansions coming our way this year?

No expansions are planned for this year, but plenty of chapters are stiba

How long is the hatching process?

Blixtev: Two factors go into the length of the entire incubation process, one is the functionality rating of the station, another is expertise boxes purchased. The full cycle from DNA to Hatchling should take about 2-4 days.

Will we be able to drop one of the new pets in the house like decoration? Or will they go straight to the datapad as soon as we hatch the egg?

Loche: No, only pets from pre chapter 6 can be made into decoration. All new beasts go straight from egg to beast.

What professions will make the incubators, I know Structures is final, anyone else needed?

Blixtev: Structures does the final construction of the incubator however most of the sub components for incubators come from Engineering. There is also an additional 12 items scattered out for refining the Hydrolases enzymes with the final combine for the extraction tool being a Weaponsmith combine.

Are incubators going to be made different qualities based on resources used, similar to crafting stations? Or will these items all be the same quality. Also, if quality does matter, what will it effect in the outcome of a pet?

Loche: Yes, your resources and components will play a big role in your incubators quality. It will effect the stats and mutation probability.

hi all any chance we can get a confirmation on being able to pull pets in instances (i.e. vette hk SK etc)

Teesquared: Currently there are some issues with pets in instances. We are working hard on getting these issues resolved but we cannot guarantee it will make it in Chapter 6.

What new event perks will there be coming with the new story teller feature?

Pex: The big addition to Storyteller is the ability to spawn attackable mobs and trigger one-time particle effects. You will also be able to move objects in the world similar to inside a house. As for new objects, the aforementioned crashed transport will be available as will the YT-1300, 2400 and more.. We will be adding more items over time.

We haven't heard much about Story Teller, we can we plan on hearing something about it?

DeadMeat: We will be having a Friday Feature on Story Teller soon. Suffice it to say that it is a very flexible system for creating cool stories. Most things are world builders can do, you will be able to do.

Will mounts be tradable?

Loche: yes, in egg form. Once hatched, the mount is no longer trade-able.

Are the pets perma-death or will they be like current pets and when they die they just say in world and get up or like droids and once they die they get packed up

Tunso: We’d like you to become attached to your beasts so obviously we wouldn’t want to inflict perma-death on them. Anybody that is able to control a beast will be able also be able to revive it should it be more or less killed. Mechanically speaking though, when your pet dies it will stay a corpse until you take the time to revive it. And only the owner is able to revive it.

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Topic starter Posted : 23/04/2007 1:52 pm
Lantern
(@lantern)
Illustrious Member Admin

Ik ben heel erg benieuwd naar chapter 6 ! alleen ik wil best BM proberen maar  heb geen ruimte op me chars 🙁

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Topic starter Posted : 23/04/2007 1:53 pm
Lantern
(@lantern)
Illustrious Member Admin

Nog wat meer recaps

bron: boba edd
rchitects krijgen nieuwe (harvester-)schema's voor deze nieuwe energy bron, welke "normale" schema's worden (geen expertise schema's, zoals bijv de camps) omdat je anders NOOIT al je 45 expertise punten in BM ken stoppen...

Architects maken de Incubators (met de Hand:/, dusgeen factory runs helaas)
Artisans craften de survey tools voor deze energy bron...
Weaponsmith maakt de DNA extractie tool(s).
Droid Engineer maakt een aantal sub components voor de incubator.
Er schijnt ook iets te zijn voor het raffineren van de enzymen (zal wel chef skill worden)

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Topic starter Posted : 24/04/2007 5:01 pm
sytes
(@sytes)
Noble Member

Chapter 6 Combat Additions

With our newest code about to hit TC I wanted to give you some heads up about some combat additions.  In order to add some flavor to Beasts we added quite a few special abilities for them, something like 70+ variations and levels.  We added these specials to appropriate level NPCs and creatures as well.  Another big addition is the addition of a variety of combat stats players can tweak on their Beasts during incubation.  These stats will also be found on Wild NPCs and creatures.  You will see things like dodge, misses, criticals being applied to you from the NPC/Creature side.  Some of these stats also found their way onto player characters.  Over all combat should be a bit more interesting.  A feedback thread will be going up in the next few days.

Just wanted to give everyone a bit of a warning, be wary when you venture into the wilds, and the team really hopes you enjoy Chapter 6!

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Posted : 24/04/2007 8:03 pm
Lantern
(@lantern)
Illustrious Member Admin

nou kom op met die chapter ! 😉

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Topic starter Posted : 24/04/2007 8:05 pm
Lantern
(@lantern)
Illustrious Member Admin

Het is eindelijke zover Chapter 6 is op TC !!

hier de release notes:
Storyteller:
Enhance your player-driven stories and adventures with a new series of props, effects, and customizable NPCs! Obtain storyteller tokens from the storyteller NPC to begin telling your story. Only those players invited by you into your story can participate. To learn more, use the storyteller button in your command browser to list all the commands!

Beast Master:
Beast Master Expertise is an exciting new feature coming to Star Wars Galaxies in Chapter 6. These are new creature-centric abilities available to all players, regardless of profession or level, through a third expertise tree. Harvest DNA from the wild, obtain/craft enzymes, and incubate your fully customizable creature! Adventure in the wilds to learn abilities and level up your pet. See the Friday Feature posted on April 20th for detailed instructions on Incubation.

Beast Incubation:
Players are limited to one active incubator unit per player. Incubators must be placed in a player structure to activate. Picking up the Incubator unit will cleanse any active experiments. The length of time between experimentation sessions is based on Incubator Functionality rating and purchased expertise boxes. 

Beast Loyalty And Happiness:
Make sure your pet is kept happy through craftable foods, tricks, and planetary travels. Keeping your pet happy in the long term will enable it to learn more abilities.

Beast ToolBar:
All Beast commands that your beast is eligible for will auto populate onto the pet toolbar. Right click on an ability to make it an auto-repeating attack. The Beast will perform if it has enough action and the cool-down has expired. Two Beast dispositions on this bar toggle your pet between defending you if attacked and ignoring attacks on the master. You must have training in Beast Master to use any ability beyond ‘stay’ and ‘follow.’

Beast Leveling:
Beasts level on the master gaining combat experience. A kill must con green or higher for the Beast to gain experience. If you wish to keep your pet at their current growth level, use the radial option to toggle Beast experience gain off.

Beast Death:
If your beast perishes in combat use the "revive beast" ability granted in the first expertise box of Beast Master.

Creature Mounts:
Calling a creature mount will now place you upon its back automatically. Dismounting from a creature mount will now auto-store the mount.

Legacy Pets:
All legacy pets in player datapads now have an option to "stuff" them for display in your home. Stuffed pets may also be used in the Incubation process if you wish them to live again. Stuffed pets receive bonuses in the Incubation process.

Wild Creature Special Abilities:
Going hand-in-hand with the new Beast Master system, wild creatures have new specials attacks and combat abilities. Some of these abilities are learnable by the player when attacking these creatures. These abilities can then be trained to your Beast if they have the appropriate number of skill points and are of the correct creature type. Be wary going into the wilds!

Rebel Theme Park:
New adventures await those who work for the rebel alliance!  Visit C3P0 on Corellia to begin them.

Foraging:
Foraging has been added back to Star Wars Galaxies. Currently, foraging can only give you bait for fishing.

Rules of foraging:

  1. After attempting to forage in a location, you must move at least 5m to another location before attempting forage again.
  2. After a successful forage, you cannot forage in that spot again, this session (per character).
  3. You have a 50% chance to get bait and a 50% chance to get nothing.
  4. Bait of the same type should now stack in your inventory, as you gather them.

Treasure Maps
The major differences between this version of treasure maps and the treasure map functionality available to players at retail in 2003 are the following:

  1. The enemies scale to the combat level of the player attempting to extract the treasure unless the player is below/above the map max level.
  2. The enemies scale in number and combat level based on the player attempting to extract the treasure while in a group.
  3. The treasure extracted is actually valuable to players between the treasure min/max levels.
  4. Credits are not part of the extracted treasure and nothing is divided between the player and other group members (unless manually traded).

Content - Azure Cabal

    * Look for your contact at the Cantina in Theed

Mounts/Vehicles

    * Mounts/vehicles: You can no longer call a mount or vehicle while rooted.
    * Vehicles: You can no longer enter a vehicle while rooted

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Topic starter Posted : 25/04/2007 12:23 pm
sytes
(@sytes)
Noble Member

Datapad limits for control devices 

We're increasing the limits to the following for test tomorrow:

Combat pets:

Droids, legacy pets, beasts, and officer pets are the same type called "combat pets".

The maximum for combat pets in your datapad for creating new control devices will be twelve.

Rideable control devices:

Mounts and vehicles count as "rideable" control devices.

The maximum for rideable control devices for creating new control devices will be ten.

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Posted : 01/05/2007 9:53 pm
Lantern
(@lantern)
Illustrious Member Admin

Combat Changes

There have been significant changes to the internal workings of our combat engine. Game play for the end user should remain unchanged, but some new results are possible once you pull the trigger.

New Values:  Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow

Miss

    * NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player’s chance to miss. Buffs and the strength stat reduce the chance to miss.
    * The base miss chance for melee and Manual-Aim mode is 0%.

Dodge

    * Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.

Block

    * Block is a defender attribute that has a chance to mitigate additional damage based on the defender’s block score. Block mitigation is applied after armor so it is possible to reduce incoming damage to 0 with a high enough Block Value.

Parry

    * Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.

Strikethrough

    * Strikethrough is a type of critical which instead of adding damage will bypass a % of your target’s armor. Strikethrough amount is based on the attacker’s Strikethrough Value.

Evasion

    * Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender’s Evasion Value.

Punishing Blow

    * A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.

Updated Values: Glancing Blow, Devastation, Heavy Weapons, PvP Damage Reduction

Glancing Blows

    * The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.

Devastation

    * The Commando heavy weapon attribute Devastation damage bonus has been reduced from 200% to 150%.

Heavy Weapons

    * Base Heavy Weapon damage has been reduced from 115% to 100%.

PvP Damage Reduction

    * The Player vs. Player damage reduction has been reduced from 25% to 0%.

Direct Target vs. Area Effect Combat Results

    * Hit Types for a direct target attack are Miss, Dodge, Parry, Block, Glancing, Hit, Strikethrough, Critical, and Punishing Blow.
    * Hit Types for Area Effect attacks are Glancing, Block, Evade, Critical and Punishing Blow.
    * Note that most Heavy Weapons are treated as Area Effect attacks.

Player Attributes

    * The way in which player attributes feed into the combat formula has been altered.
    * Stamina & Constitution remain unchanged.
    * Precision: Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.
    * Agility: Affects Dodge, Parry and Evasion Chance
    * Strength: Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.
    * Luck: Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value.

NPC Combat

    * Creature type NPCs now have the ability to perform special attacks.
    * NPCs will now be less inclined to leave the area while fighting indoors.
    * The idle time between decisions for NPCs has been removed.

NPC Statistics

    * Normal class NPCs above level 10 have gained an Armor Rating.
    * The Armor Rating gain scale for Elite and Boss class NPCs has been increased.
    * The Damage Value gain scale for Normal, Elite and Boss class NPCs has been increased.

nice  ;D ;D ;D

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Topic starter Posted : 02/05/2007 12:34 am
sytes
(@sytes)
Noble Member

TCPrime/TestCenter Update Notes - May 2, 2007 

Did you Know?

Right clicking on a pet ability sets this ability to "auto-repeat" if the pet has available action and cooldown timers have expired.
If ability is set to "auto-repeat" you will see a graphic highlighting the ability in the toolbar.
Up to 4 abilities can be set to "auto-repeat" on the pet Toolbar.
Beast Master:

If you move an enzyme that has been placed into an incubator UI slot off of your character, it will automatically get removed from the incubator UI slot.
Fixed issue with not getting credit for already trained abilities, when computing costs for upgrades
If your beast fails to call, you will no longer receive system message stating that they do/don't like the planet they are on.
Beasts:

Beasts should ignore combat, if they're in passive mode, told to stay, and told to follow.
Beasts should follow their master, if they are in passive mode while their master is in combat.
Beasts should follow their target, if their master is in combat and they are switched from passive mode to defensive, instead of turning around and attempting to follow their master.
Creature Balance:

Reduced NPC attack speed and damage ranges
Reduced armor gain scale for Elite and Boss NPC's
Reduced Agro and Assist ranges for many Elite and Boss class creatures.
Storyteller:

Storyteller tokens listed by the storyteller vendor are now in alphabetical order.
Combat NPC tokens now have the option to deploy all remaining npcs (use all charges at once).
Droids:

More than one droid should not be callable at a time.
Droids should be groupable.
Combat:

Reduced Punishing Blow Damage from 300% to 150%
Parrying a ranged attack with a light saber will play the parry animation.
Ground UI: 

Target and self status displays can now display ten buffs/debuffs in a single row.
Target, self, and pet status displays can now display two rows of buffs/debuffs.
New Treasure Map Functionality:

Invisible players will have a harder time extracting Buried Treasure Chests.
Treasure Guards will attack other group members at random, not just the player extracting the container.
The treasure waypoint will not be removed from a player datapad as long as the buried treasure container still exists. 
Buried treasure container will stay in the world for 16 minutes.
Treasure Guard spawn count has been reduced with the greatest advantage given to groups.
The Treasure Guards now spawn in a radius around the treasure container instead of two groups. 
Buried Treasure container cannot be opened until all enemies are vanquished.

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Posted : 02/05/2007 10:04 pm
sytes
(@sytes)
Noble Member

TCPrime/TestCenter Update Notes - May 03, 2007 

Did you Know?

Right clicking on a pet ability sets this ability to "auto-repeat" if the pet has available action and cooldown timers have expired.
If ability is set to "auto-repeat" you will see a graphic highlighting the ability in the toolbar.
Up to 4 abilities can be set to "auto-repeat" on the pet Toolbar.
Storyteller:

A storyteller may now invite their guild to their story by using "/inviteToStory guild"
A storyteller may examine a storyteller prop or npc and see the time remaining for that storyteller item.
Changing a creature's combat level will now always be updated immediately in targetting windows.
Beast Master:

The incubator UI will automatically close if you are not in the same building as the incubator.
Hydrolase enzyme is now Lime Green in color.
You must be an admin to the structure to operate contained Enzyme Centrifuge, Element Processor or Enzyme Re-Processor units.

Medic:

Stasis now increases dodge and evasion chance instead of a glancing blow bonus.
Munition Traders:

Added 15 new draft schematics
14 of them are "Dietary Supplements" for beasts.
These supplements are used to greatly increase a beasts xp gain
Only beasts under level 75 can benefit from these.
There will be two experimentation lines, one for charges and one for the actual xp bonus.
Bonus is a straight percent. So if you crafted a supplement that had 500 that means the beast will get 500% bonus.
1 of the new draft schematics is the sub component needed for crafting the supplements.
Each supplement works on different types of creatures. The description for each supplement will list what beast types it works on.
Combat:

The amount of DoT absorption available through stacking armor/buffs etc. is 65%.
Abilities that consume a % of action will now use the players base action value.
UI: 

Prevented buff icons from displaying on top of health/action bars.
Bug Fixes:

Players can no longer harvest DNA from creatures on Tansarii Point Station or Space Station Gamma.
Creatures on Tansarii Point Station and Space Station Gamma will no longer drop enzymes.
It is no longer possible to extract DNA from Storyteller creatures.
All Jax beasts will now be set to thier customized color.

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Posted : 03/05/2007 11:58 pm
Lantern
(@lantern)
Illustrious Member Admin

Van mij mag tie live ! 😀

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Topic starter Posted : 04/05/2007 12:22 am
sytes
(@sytes)
Noble Member

TestCenter Update Notes - May 04, 2007 

Beast Master:

Added missing Avian beasts to Supplement J
Beasts now show their owner their experience gain.
Incubator:

Fixed issue stopping Block Rating from being updated during incubation sessions
Processed Hydrolase Enzymes can no longer exceed 20 Purity
Added color coding to Enzyme Elements
Munition and Domestic Traders:

Chemical Reactive Units(component for Dietary Supplements) is now craftable by Domestic Traders
Fixed display issue with Vehicle buffs showing too much resistance
Mounts:

Fixed issue with Banthas and Carrion spats New mounts coming out random sizes
This fix will only fix new mounts going forward.
Storyteller:

Storytellers may now invite other players to be their assistants.
Storyteller props and npcs placed by an assistant are part of the story of the storyteller they are assisting.
Assistants can help move existing props or setup existing npcs.
Combat:

Increased action pools on Boss level creatures.
Enabled root and snare resistance for a number of high end creatures
UI: 

Pet abilities will now always display on the pet toolbar immediately after the pet is trained.
Targetted Beastmaster pets will now show health and action bars.
Toolbar will now be correctly positioned for new characters when using resolutions other than 1024X768
Checkmark will no longer appear over toolbar in space.
Commando:

Flame throwers now produce devastating hits.
Loot:

Added Chu-Gon Dar recipe for the Domesticator, Subduer, Subjucator, Tamer and Master Taming Necklace.

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Posted : 05/05/2007 2:21 pm
sytes
(@sytes)
Noble Member

TestCenter Update Notes - May 07, 2007 

Mustafar: Koseyet Mining Camp
Players can no longer damage mining structures
Updated buff effects for High Morale and Low Morale
  Storyteller
When buying a combat NPC, you will now be asked how many charges you wish to purchase for the token
  Jedi
Players will now receive full benefit from the Expertise "Stance Saber Block"
Players will now receive full benefit from the Expertise "Improved Saber Block"
Players will now receive the Glancing Blow bonus from Shien Stance as well as the Constitution bonus
  Vehicles/Mounts
If the owner is incapped, the vehicle/mount will now store
Players will no longer be able to repeat the Coronet Starport Vandalism quest

Beasts
Beasts should now show their "examine information" to players rather than just who is the owner

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Posted : 07/05/2007 10:17 pm
sytes
(@sytes)
Noble Member

We are excited to be moving into the home stretch with Chapter 6 and I wanted to take the opportunity to thank all of the folks that are participating in testing and refining this massive chapter on the test centers.  There is a lot going on with this update and we have been spending extra time with this on the TC's to get it right.  These is little doubt that the feedback on this chapter has been the best we have ever had and I want to extend a special thanks to the TCPrime folks who make testing a large part of their total SWG playtime.  We know it is not easy playing and testing with a moving target and you have shown great dedication to making this game better.

At this point our plan is to get Chapter 6 to live early next week.  We like where we are in terms of features, balance, and stability and we will be mostly fixing outstanding bugs and do some minor tweaking this week as we move towards a release candidate.  Today we will be archiving the current feedback threads in Dev Discussion and replacing them with fewer and more focused ones for the remaining time in test.  These threads have been invaluable and we want to be sure to get as tight a focus as possible with the remaining areas we want to address before publish.

I know that many players have mixed feelings about some of the changes with Chapter 6.  This is understandable and we are sensitive to those reservations, but I believe we have achieved the primary goals we wanted to hit.  A solid and immersive Beast Master system, a great tool for player events and content with Story Teller, and a pass on NPC's and other mobs in the game to address the level of challenge in our content.  I could have wished for perhaps more agreement on that level of challenge, but I am satisfied that we have made a better game, while not forgetting that we have many styles of players in SWG.

So please continue the testing and feedback as we move into our final week on test and for those patiently waiting for Chapter 6 on live, we are almost there!

DM

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Posted : 07/05/2007 10:20 pm
Lantern
(@lantern)
Illustrious Member Admin

Yess eindelijk !! - nog een paar nachtjes slapen !

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Topic starter Posted : 08/05/2007 1:01 am
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