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What will be In the Next HotFix
Posted: Wed Mar 01, 2006 1:41 pm
by Issele
Test Center Update Notes March 1st
Quests
Fixed some issues where players could get into a state that prevented them from being able to complete any quest.
Legacy Quests: Jabba's Palace: Runaways: The Runaways quest will completed for all players who have finished the quest prior to publish 27.
The Millennium Falcon landing movie will only play when you are landing at Tansarii Point Station in the Falcon.
Space
Space Battlefield entry stations will no longer charge prestige points for access to Deep Space.
"Out of Range" will no longer be displayed incorrectly for targets in space.
Fixed an issue which could have resulted in ships being incorrectly deleted in rare cases.
User Interface
Non-modal chat should work correctly.
"Mouse mode" will be off by default when a new character is created.
Posted: Wed Mar 01, 2006 8:05 pm
by Leviathen
They need to fix animations associated with heavy weapons, people are always aiming when they hold them.
Posted: Wed Mar 01, 2006 10:58 pm
by Issele
Leviathen wrote:They need to fix animations associated with heavy weapons, people are always aiming when they hold them.
The reason for that is heavy weapons use location targeting, it has to work that way. TH did ask if it could be changed, but it's not somethign that would take priority right now. But for the future...
Posted: Wed Mar 01, 2006 11:11 pm
by Leviathen
Ah, thank you for the info!
Posted: Thu Mar 02, 2006 10:40 am
by Santos
Hey Issele, perhaps you could make a skill of sorts that activates the heavy weapons targeting abilities? For instance, a skill called "Heavy Weapons" would activate the targeting system, and hitting the skill again would make it rest in your arms without being in the attacking position?
Or you could add something like this:
(I dont know what you use to code galaxies, but heres the concept, ill just sort of mash together flash and java)
myCharacter is (you guessed it) your character
4 and 5 (just using them as an example) represent the "frame" in which an animation is stored, that being the flash segment of this example, since I dont know how to write games in java yet
if.myCharacter(attacks, attacked);
//*
* This line basically just triggers the entire concept, setting up the rest of the code by telling you that being attacked is the trigger
goto(4);
//*
*4 representing the animations active when heavy weapons currently equipped)
if.myCharacter(leavesCombat);
//*
*Same as the first line, only this time it is telling you that when you leave combat, something will happen
goto(5);
//*
*5 represents the animations which have the "idle" state in them
Posted: Thu Mar 02, 2006 11:24 am
by Lexx Yovel
Maybe simply the act of fireing the weapon will make it point. Otherwise the weapon is held normally.
Posted: Thu Mar 02, 2006 1:05 pm
by Szul
Or they could just bind the ground targeting action to a hotkey/mousebutton like Mythic has been doing for Ground Target Area Effect spells in Dark Age of Camelot for the past... oh what, 4 years?
What worried me was reading that a lot of the SWG feature designers are ex-Everquest GMs, which was a volunteer program of players in the San Diego area, with little to no feature design experience at all, much less game feature design...
Posted: Thu Mar 02, 2006 5:38 pm
by Issele
Szul wrote:Or they could just bind the ground targeting action to a hotkey/mousebutton like Mythic has been doing for Ground Target Area Effect spells in Dark Age of Camelot for the past... oh what, 4 years?
What worried me was reading that a lot of the SWG feature designers are ex-Everquest GMs, which was a volunteer program of players in the San Diego area, with little to no feature design experience at all, much less game feature design...
Where did you read this at? Yes some of the EQ team has come over to SWG Team but they are very quailified in there jobs and you can read there Introductions on the Offical boards. One was the EQ Content producer who has taken over the SWG Content... quest and ect.
Posted: Thu Mar 02, 2006 8:17 pm
by Szul
Issele wrote:Szul wrote:Or they could just bind the ground targeting action to a hotkey/mousebutton like Mythic has been doing for Ground Target Area Effect spells in Dark Age of Camelot for the past... oh what, 4 years?
What worried me was reading that a lot of the SWG feature designers are ex-Everquest GMs, which was a volunteer program of players in the San Diego area, with little to no feature design experience at all, much less game feature design...
Where did you read this at? Yes some of the EQ team has come over to SWG Team but they are very quailified in there jobs and you can read there Introductions on the Offical boards. One was the EQ Content producer who has taken over the SWG Content... quest and ect.
From those Introductions. But I probably misread, which seems to be a trend of mine atm.
Posted: Thu Mar 02, 2006 10:44 pm
by Issele
On the laggy lava cannon: The lava cannon does one tick of damage immediately on impact (like all heavy weapons). Some small amount of time later it does a second tick (which can, in fact, be avoided - especially if you're already in motion when you're taking the first hit).
The second damage tick has been the topic of balance discussions, internally, and may be tweaked or even removed in the future