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Chapter 1.3 Testing

Test Server Information & what needs currently testing
User avatar
Tyclo
Admiral
Posts: 293
Joined: Mon Jan 01, 2018 10:08 pm
Location: Las Vegas, NV
United States of America

Chapter 1.3 Testing

#1

Post by Tyclo » Mon Apr 13, 2020 1:23 am

Patch Notes

Please Note:
There are more changes in Chapter 1.3 that are unlisted in the patch notes, we will be adding them to the patch notes as they are ready to be tested. So be aware, at this moment some additions may be on test but are not listed in the patch notes. These are not game play experience changes such as any "stealth nerfs," but feature additions and bug fixes, so don't be alarmed. They are currently unstable and we will be announcing them once they are ready for players to test them.

Also Note: Test Center is currently running an older database than live. We will be updating it in the near future.

IMPORTANT
Everything on the Test Center is for TESTING. No changes are ever final. The Test Center and these notes are specifically for testing purposes. Emotional reactions, slander, rude/back handed comments and threats will not be tolerated. Please keep comments on changes to-the-point and feedback concise. Please do not provide feedback that skews the results to a personal preference, such as under reporting or providing partial data-sets. This only creates extra work for the developers, staff and other testers.

April 30th, 2020

House Packup:
The worst kept secret on the Test Server.
  • Players may pack up structures they own via the "Pack Up Structure" option on the Structure Management Terminal or via the /packup command.
  • Packing up a structure will send it to your datapad.
  • Packed up structures still consume and require maintenance and will take up lots.
  • Restrictions:
    • You may not pack up structures which contain vendors.
    • You may only pack up structure which you own.
    • You may not pack up Civic Structures such as banks, bazaars, shuttles, city halls or gardens.
    • You may not pack up GCW Bases.
    • You cannot trade packed up structures.
    • You may only unpack a structure once every 60 seconds.
Added:
  • Worn Compass Schematic:
    • Added to Master Ranger.
    • Requires 1x Damaged Compass Frame to craft. Does not require unique stacks.
  • Damaged Compass Frame:
    • Obtained by Novice and Master Ranger via foraging. (NOT YET IMPLEMENTED ON TC)
    • Chance to receive a Damaged Compass Frame from foraging increases with Ranger and forage skill mod. (NOT YET IMPLEMENTED ON TC)
  • Duplicator:
    • Added TSE Carbonite Catalyst, Digestive Enzyme, Arcon Fertilizer and UniTech Installation Beacon combinations (Combinations will be changing before live, they're a little too difficult at the moment)
Updated:
  • Bounty Hunter Missions:
    • Lowered the maximum amount of Bounty Hunters per mission to 2 from 3.
  • Jedi:
    • Saber Block:
      • Lower saber block base to 80% from 85%.
    • Heal All Other 1:
      • Lowered Heal Amount to 500 from 700.
      • Lowered Force Cost to 200 from 250.
    • Heal All Other 2:
      • Lowered Heal Amount to 1000 from 1500.
      • Lowered Force Cost to 300 from 375.
  • Village of Aurilia:
    • Changed Village Outro quest timer to 5h to 8h from 4h to 24h.
    • Changed Village Intro Old man timer to 5h to 8h from 3h to 24h.
    • Changed Village Intro Sith attack timer to 2h to 5h from 1h to 12h.
  • Weapons:
    • Changed Thermal D18 Pistol skill requirement to Novice Pistoleer.
    • Changed Steady Detonite DL44 Pistol skill requirement to Novice Pistoleer.
    • Changed C10 Dragoneye Reaper Pistol skill requirement to Novice Pistoleer.
  • Locations:
    • Taanab:
      • Lowered Lightsaber resists on the Invasive Species Survey Drone.
    • Hydro Station:
      • Hydro Station NPCs now have a chance to drop the UniTech Installation Beacon.
      • Increased NPC agro radius.
      • Lowered Lightsaber resists on Director, SBD and System Admins.
      • Increased HAM on Director.
    • Downed Ship:
      • Lowered Lightsaber resists on the Captain and Skirmishers.
    • TSE Mines:
      • TSE Mine NPCs now have an increased chance to drop TSE Carbonite Catalyst.
      • Lowered Lightsaber resists on the Mine Supervisor, Crazed Miner, Survey Droid, Systems Engineer, Extractor Droids and Miner Droids.
    • Norulac Freebooters:
      • Norulac Freebooter NPCs now have a chance to drop TSE Carbonite Catalyst.
      • Lowered Lightsaber resists on Guards and Usurpers.
      • Increased Lightsaber resists on Kursants.
    • Taanab Surveyors:
      • Taanab Surveyor NPCs now have a chance to drop the UniTech Installation Beacon.
      • Lowered Lightsaber resists on Guards.
    • Taanab Defense Force:
      • Taanab Defense Force NPCs now have a chance to drop the Arcon Plant Fertilizer.
    • Abandoned Storehouse:
      • Lowered Lightsaber resists on Aggressors and Scouts.
    • Kaas:
      • Lowered Lightsaber resists on:
        • Darkside Corrupters
        • Prophet Minions
        • Prophet Trooper Mauler
        • Prophet Trooper Security Operator
        • Elite Prophet Trooper Captain
        • Elite Prophet Trooper Commander
        • Elite Prophet Trooper Squad Leader
      • Lowered non-LS resists on:
        • Maarek Stele
        • Elite Prophet Trooper
      • Lowered damage from:
        • Darkside Corrupters
        • Prophet Trooper Maulers
  • Items:
    • Increased Loot Quantities:
      • TSE Carbonite Catalyst can now drop in stack of up to 4.
      • Digestive Enzyme can now drop in stack of up to 4.
      • Arcon Fertilizer can now drop in stack of up to 3.
    • TSE Fuel Cell:
      • Lowered crafting requirements for TSE Fuel Cell.
      • TSE Fuel Cell now granted 25 charges instead of 20.
    • Gowix Harvester Extractor:
      • Lowered crafting requirements for Gowix Harvester Extractor.
      • Increased maximum charges to 250 from 100.
    • Sarlacc Chow:
      • Lowered crafting requirements for Sarlacc Chow.
      • Sarlacc Chow now granted 20 charges instead of 10.
    • Sarlacc Trash Can:
      • Lowered crafting requirements for Sarlacc Trash Can.
      • Increased maximum charges to 80 from 60.
    • UniTech Installation Beacon:
      • Lowered crafting requirements for UniTech Installation Beacon.
  • Schematics:
    • Increased City Crafting Station schematic uses to 2 from 1.
    • Increased Large NGE/CU Houses schematic uses to 2 from 1.
    • Increased Compact Harvesters and Heavy Wind Generator schematic uses to 3 from 1.
  • Vendors:
    • Lowered cost to purchase NGE/CU houses for SR Coins by 50%
    • Large houses now cost 5 SR Coins for a 2 use schematic.
    • Small houses now cost 3 SR Coins for a 1 use schematic. (Note, this will be decreased to 2 SR Coins)
Fixed:
  • Player's pets can attack other player's in private structures (Previously fixed, accidentally omitted from notes)
  • Possible fix for vanishing harvester resources on server start up.
  • Harvesters not always updating their hopper properly in the BER is under a certain threshold.
  • Other harvester issues.
  • Missing hint in admin /resource command.
  • Non-functional sui window buttons. (You don't care, but I do!)
  • Logging, fall backs and may other things not worth detailing but were a lot of work....
  • More house pack up fixes than I can even list...
---

April 15th, 2020
Combat Balancing Changes
  • Bounty Hunter:
    • Eye Shot (Pistols):
      • Removed Intimidate state chance.
    • Lightning Single 2 (Lightning Canon):
      • Reverted to previous state.
    • Lightning Cone 2 (Lightning Canon):
      • Reverted to previous state.
  • Jedi Enhancer:
    • Reduce cost of force armor cost per hit.
    • Increased effectiveness of Enhancer's force resist states.
  • Jedi Healer:
    • Force Cure Disease:
      • Heals for two iterations instead of one.
    • Force Cure Poison:
      • Heals for two iterations instead of one.
    • Heal All Other 1
      • Heal amount increase to 700 from 250.
      • Force Cost decreased to 250 from 600.
      • Timer decreased from "6" to "3".
    • Heal All Other 2
      • Heal amount increase to 1500 from 750.
      • Force Cost decreased to 375 from 700.
      • Timer decreased from "6" to "3".
    • Heal All Self 1
      • Heal amount increase to 750 from 500.
      • Force Cost decreased to 150 from 250.
      • Timer decreased from "6" to "4".
    • Heal All Self 2
      • Timer decreased from "6" to "4".
    • Total Heal Other
      • Increased heal Disease and Poison iterations to 2 from 1.
      • Increased heal amount to 6000 from 1000.
      • Increased heal battle fatigue and wound amount to 500 from 250.
      • Lowered heal Disease/Poison/Bleeding/State cost from 50 to 25.
      • Timer decreased from "3" to "2".
    • Total Heal Self
      • Increased heal Disease and Poison iterations to 5 from 2.
      • Timer decreased from "3" to "2".
  • Jedi Lightsaber:
    • Saber One Handed Combo Hit 3:
      • Removed posture down state from ability.
    • Saber One Handed Flurry 2:
      • Increased damage multiplier to 4.25 from 4.0.
    • Saber Two Handed Body Hit 3:
      • Increased damage multiplier to 2.75 from 2.25.
    • Saber Two Handed Phantom Attack:
      • Increased damage multiplier to 4.75 from 4.5.
    • Saber Polearm Dervish 2:
      • Increased damage multiplier to 4.75 from 4.5.
    • Saber Polearm Leg Hit 3:
      • Increased damage multiplier to 2.75 from 2.25.
  • Swordsman:
    • Two Handed Melee Area Hit 3:
      • Reverted to previous state.
    • Two Handed Melee Hit 3:
      • Reverted to previous state.
Updated:
  • Bounty Hunter Missions:
    • Bounty Hunters cannot hunt the same target more than once every 20 hours. (Timer is pending to change)
Fixed:
  • Additional locked cell fixes for combat.
---

April 14th, 2020
Updated:
  • Bounty Hunter Missions:
    • BH missions now decay after 3 hours and 10 minutes.
    • If you do not complete your bounty within this time period you will fail the mission.
  • Jedi: Saber block has been adjusted with the following values for both PvP and PvE
    • 85% base change to saber block.
    • -10% saber block with stunned state.
    • -10% saber block with blinded state.
Removed:
  • Travel NPC to Florrum.
Fixed:
  • Perm Locked Cells still allowing combat on targets with no perms
  • Find Structure Command will now show if a structure is packed up instead of planet "Unknown."
---

April 13th, 2020
Combat Balancing Changes
  • Bounty Hunter:
    • Spray Shot (Carbines):
      • Increased chance to land Dizzy state to 85% from 60.
      • Added +50 accuracy bonus.
    • Bleeding Shot (Pistols):
      • Increased damage multiplier to 3.0 from 2.0.
      • Increased bleeding duration to 30s to 90s.
    • Eye Shot (Pistols):
      • Added Intimidate state chance. - Removed
    • Torso Shot (Pistols):
      • Increased damage multiplier to 3.5 from 3.0.
      • Increased fire chance.
    • Lightning Single 2 (Lightning Canon):
      • Increased damage multiplier to 5.5 from 5.0. - Removed
      • Added +95 accuracy bonus. - Removed
    • Lightning Cone 2 (Lightning Canon):
      • Added Dizzy state chance. - Removed
      • Decreased cone angle to 30* from 60. - Removed
      • Added +95 accuracy bonus. - Removed
  • Brawler:
    • Intimidate 1 and 2:
      • Intimidate is now effected by Intimidate Defense and Jedi State Defense.
  • Carbineer:
    • Action Shot 2:
      • Increased damage multiplier to 2.25 from 2.0.
      • Increased cone angle to 60* from 15.
    • Burst Shot 2:
      • Increased damage multiplier to 4.5 from 2.0.
      • Increased cone angle to 60* from 30.
    • Crippling Shot:
      • Increased damage multiplier to 5.5 from 5.0.
  • Fencer:
    • One Handed Melee Health Hit 2:
      • Increased damage multiplier to 3.25 from 3.0.
    • One Handed Scatter Hit 2:
      • Increased damage multiplier to 4.5 from 4.0.
    • One Handed Spin Attack 2:
      • Increased damage multiplier to 3.25 from 3.0.
  • Pistoleer:
    • Body Shot 3:
      • Increased damage multiplier to 4.25 from 4.0.
    • Fan Shot:
      • Increased damage multiplier to 5.0 from 4.0.
      • Increased cone angle to 90* from 60.
    • Health Shot 1:
      • Increased damage multiplier to 2.0 from 1.5.
    • Health Shot 2:
      • Increased damage multiplier to 3.5 from 3.0.
  • Pikeman:
    • Polearm Hit 3:
      • Increased damage multiplier to 4.5 from 4.0.
    • Polearm Area Attack 2:
      • Increased damage multiplier to 3.0 from 2.75.
    • Polearm Leg Hit 3:
      • Increased damage multiplier to 3.25 from 2.5.
    • Polearm Spin Attack 2:
      • Increased damage multiplier to 2.75 from 2.5.
  • Rifleman:
    • Flurry Shot 2:
      • Increased cone angle to 30* from 15.
    • Flushing Shot 2:
      • Increased cone angle to 30* from 15.
    • Strafe Shot 2:
      • Decreased cone angle to 30* from 60.
  • Swordsman:
    • Two Handed Melee Area Hit 3:
      • Increased chance to land Dizzy state to 85% from 30. - Removed
    • Two Handed Melee Hit 3:
      • Increased chance to land Dizzy state to 75% from 50. - Removed

Added:
  • Destroy Mission: Selecting Difficulty and Direction
    • Players may now select Mission Difficulty and Mission Direction.
    • Requires a "Compass" or a mission terminal in a Ranger Camp.
    • Accepting a mission while having a missing direction set on a mission terminal will use a Compass charge.
    • Master Rangers do not need to use a Compass in order to accept a destroy mission with a direction set.
    • Mission difficulty does not consume a Compass charge.
    • Worn Compass:
      • Using a Worn Compass will consume the compass and reward the player with between 40 and 50 "charges."
      • Currently only obtainable via the Character Builder
      • Will be craftable by Master Rangers (TBD)
  • Manage Structure Command: /manageStructure
    • Pay maintenance and deposit power for a set number of days or retrieve resources from a harvester.
    • /manageStructure -financeStructure <days>
      • Pay maintenance to the structure for the number of day specified. For example, if "5" is entered and the cost for the structure is 10 credits an hour, this would pay 1200 credits to the structure.
      • Accepts "-fin" as shorthand.
      • Max 90 days.
    • /manageStructure -powerStructure <days>
      • Deposit power to an installation for a specified number of days.
      • Accepts "-pow" as shorthand.
      • Max 90 days.
    • /manageStructure -retrieveResources [shutdown]
      • Retrieve resources from a harvester directly to your inventory.
      • Accepts "-ret" as shorthand.
      • Optional "/manageStructure -retrieveResources shutdown" argument. Adding shutdown ("shu" shorthand) to -retrieveResources will shutdown the harvester after retrieving the resources.
  • Guild Status Command: /guildStatus [[-list] [-online] [-offline] <playerName> [<TARGET>]]
    • Guild Status command has been improved to allow guild members to show all, only online or only offline members of their guild, as well as view additional guild information and remotely sponsor players to the guild.
    • List Guild Name, Abbreviation, Guild Leader and their online/offline status and number of members as well as any other possible stats.
    • -list shows all players, sorted online then offline
    • -online shows all online players.
    • -offline shows all offline players.
    • Guild Member Information: Selecting a guild member displays varying data depending on your guild permissions.
      • Name [Title] (Online)
      • Name [Title] (offline number days)
    • Sponsored List:
      • Shows a list of sponsored players.
      • Selecting a sponsored member allows a player of appropriate permissions to accept sponsorships.
  • Player Versioning System:
    • A new system build for the developers by the developers to version control player and make changes and updates.
    • Added a Welcome mail that will be sent out to all players for Chapter 1.3 on first login.
Updated:
  • Schematics: Increased Chapter 1 and Chapter 1.2 Weapon Schematics uses to 2 from 1.
  • Geonosian Cave:
    • Cavern spiders will no longer attack other mobs in the Geonosian Cave.
    • Fire Breathing Spider
      • 3 new Fire Breathing Spider variants.
      • Fire Breathing Spider will now spawn in one of multiple locations throughout the Geonosian Cave
      • Increased loot changes for Fire Breathing Spider. (Pending)
      • Respawn between 45 to 105 minutes.
      • Moves locations every 30 minutes.
  • Harvesters: When depositing power to a harvester, small stacks of power will be consumed first.
  • Bounty Hunter Missions:
    • Players inside of private player structures, private instances or private dungeon zones will no longer show on the Bounty Hunter terminals.
    • On the terminal listings, players names have been replaced with Fob IDs, IDs should update with each Bounty Kill Collection.
    • Players credits on the terminals are now slightly randomized. (+/- 5k credits)
    • Increased the visibility cooldown from 30 minutes to 3 hours. (Duration that a player cannot appear on the BH terminals)
    • Pets should now pass the owning player as the "killer" and should now broadcast the kill.
Fixed:
  • Player City Mail: Mayors should no longer receive weekly city mail spam for existing structures in a city.
  • Harvesters: When depositing power to a harvester, single unit stacks with less than 500 PE will consume the unit.
  • Commando: Some players were still able to use some Commando specials after losing the ability to use the skill. You may receive a system message about regranting your skills.
  • Player Death: Staff no longer trigger GCW messages or BH bounties when killing players or being killed by a player.
  • Player Combat: Player's inside of private buildings or invulnerable GCW bases should no longer be able to attack targets that cannot attack them back due to invalid cell permissions.
  • Geonosian Caves: Loot containers in the Geonosian Cave should now respawn properly.
  • Duplicator combination:
    • Razalon Fusion Core: Nova Trooper Data Module (Relic), X-Wing Supremacy Data Module (Artifact), Emperor's Royal Guard Data Module (Rare)

Jeremiah87
Commander
Posts: 50
Joined: Sat Jul 13, 2019 4:24 pm
United States of America

Re: Chapter 1.3 Testing

#2

Post by Jeremiah87 » Mon Apr 13, 2020 2:02 am

So considering these changes aren't final, my question is how much have the pistols/bhs buffs been tested vs a jedi?

Because on live without these changes 2 pistols/mbhs can beat just about any jedi on the server already, like it's a brutal fight already to the point we just take fr2 and not even bother.

Serrik
Midshipman
Posts: 1
Joined: Tue Jan 21, 2020 3:31 pm
United States of America

Re: Chapter 1.3 Testing

#3

Post by Serrik » Mon Apr 13, 2020 2:06 am

Reserved

User avatar
Tyclo
Admiral
Posts: 293
Joined: Mon Jan 01, 2018 10:08 pm
Location: Las Vegas, NV
United States of America

Re: Chapter 1.3 Testing

#4

Post by Tyclo » Mon Apr 13, 2020 3:16 am

Jeremiah87 wrote:
Mon Apr 13, 2020 2:02 am
So considering these changes aren't final, my question is how much have the pistols/bhs buffs been tested vs a jedi?

Because on live without these changes 2 pistols/mbhs can beat just about any jedi on the server already, like it's a brutal fight already to the point we just take fr2 and not even bother.
We're discussing making some changes to Saber Block to compensate.

Jeremiah87
Commander
Posts: 50
Joined: Sat Jul 13, 2019 4:24 pm
United States of America

Re: Chapter 1.3 Testing

#5

Post by Jeremiah87 » Mon Apr 13, 2020 3:52 am

That would be cool for what's already the balance on live currently, because I've yet to see a jedi beat 2 of the better bhs at a time, regardless of templates of the Jedi, but on top of these new changes, there would be no point to fight on a jedi.

When text gets updated we can test it to show that, because I'm not sure which Jedi and BH players are on test that this big of balance changes are getting pushed, but I can't see the logic in it honestly, not trying to come off argumentative but.....I don't think people suggesting these changes have gotten BH'd by a LLC, or a pistoleer, because they wouldn't want to be a jedi as it is, let alone with all these modifiers....

sergeantSKRILLA
Midshipman
Posts: 1
Joined: Thu Sep 19, 2019 7:40 pm
United States of America

Re: Chapter 1.3 Testing

#6

Post by sergeantSKRILLA » Mon Apr 13, 2020 5:30 am

I also thought some of the modifiers were a tad on the extreme end of we’re being completely honest. Should be thoroughly tested before going to live.

Orlaf
Squadron Commander
Posts: 82
Joined: Sun Jan 26, 2020 1:27 am
United States of America

Re: Chapter 1.3 Testing

#7

Post by Orlaf » Mon Apr 13, 2020 7:00 am

Once database is updated, we're gonna get on and test this.. truth is pistoleers and LLC already shred. 2v1 are 80% of the time unwinnable as of right now, once we get on test with updated database we'll definitely be able to prove this. I do think that other classes need upgrades in PVE, however if thats the case, Jedi will need to get buffed big time (not just saber block) in order to avoid total BH domination.

will find out more after database update and saber block compensation.

srami
Flight Officer
Posts: 16
Joined: Tue Feb 12, 2019 5:55 pm
Great Britain

Re: Chapter 1.3 Testing

#8

Post by srami » Mon Apr 13, 2020 1:53 pm

These are some MASSIVE increases to specific abilities especially with the accuracy and dizzy multipliers.

I suggest we need to some serious testing before these go live. As it stands a good jedi can 1 v 1 a bh and its a solid fight which can swing either way....but at present bounty hunters are being smart and ARNT 1 V 1 jedi. They are 2/3 v 1 them.

As the previous gentleman wrote, most jedi now are just running away and FR2 because no matter of what spec or tapes they cannot win 2 v 1, with BH who are semi decent gear.

My opinion that if we are balancing jedi v bh as equals (1 v 1 as in they are being balanced for 1 v 1 gameplay) remove the entire option of group bounty hunting.

PS. As it stands IF BH gets a jedi on his back and he uses an LLC he will hit for approx. 1000-2000 per hit. These changes may massively increase the probably off such an event happening and thus instagibbing jedi (that 1000-2000 per hit was against MDEF, so just imagine how MPWRS, HEALERS and ENCHANERS fair. They turn to snot)

Just my thoughts will defo be on the test centre testing these changes.

Dutstra
Flight Officer
Posts: 17
Joined: Tue Feb 12, 2019 6:33 pm
Great Britain

Re: Chapter 1.3 Testing

#9

Post by Dutstra » Mon Apr 13, 2020 2:07 pm

This patch is going to murder Jedi vs BH. I stood toe to toe with 2 BH last night 1 after the other.

First fight was with a TK/flamer - 20 minutes - Jedi win due to PSG deaths
Second fight TK/LLC - 30-40 minute fight - Stalemate on this fight lost due to a 2nd BH coming in.

You will NEED to remove multi BH hunts for this to even remotely be balanced.
2 v 1 Jedi lose currently so by buffing the BH profession you are adding tying bricks around their legs and throwing them into a river.

Honestly this patch seems over the top. I play both BH and Jedi and unless you enable FRS Jedi will die a death here.

You cannot balance the mechanics based on 1 v 1 mechanics, BH can have 4 v 1 You need to balance reference to this.

As to other profs like Swordsman. I run a swordsman spec. I can solo almost anything in the game with current gear and weapons.
Please deter from publishing this patch.

Swordsman:
Two Handed Melee Area Hit 3:
Increased chance to land Dizzy state to 85% from 30.
Two Handed Melee Hit 3:
Increased chance to land Dizzy state to 75% from 50.

This! why?! +55% and +25% Silly buffs. I have no issues on swordsman. some of these have no point.
My sword spec - Mswords / Carbineer xx1x / Pistoleer xx4x / Fencer x44x / Marksman x44x / Brawler x44x / Medic 222x, I can AFK NS elders/ Clear the Acklay in 10 mins from the beginning. Krayts, AFK. Melt Groups of base mobs excluding Turrets at SF bases.

As for the others, you buff them all you will need to buff other later to bring them up to par.
Last edited by Dutstra on Mon Apr 13, 2020 2:16 pm, edited 1 time in total.

BigAl
Midshipman
Posts: 1
Joined: Tue Feb 12, 2019 6:34 pm
Great Britain

Re: Chapter 1.3 Testing

#10

Post by BigAl » Mon Apr 13, 2020 2:09 pm

I didn't realise Admins used Googles random number generator to come up with their multipliers they want to implement :|

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