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Upcoming content for patch 7.2 and 7.3

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TheTinyPebble
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Upcoming content for patch 7.2 and 7.3

#1

Post by TheTinyPebble » Mon Jul 16, 2018 11:33 am

Hey all, I know we're out early with this but since we already (mostly) know what we'll be working on for 7.2 and 7.3 we figured we'd let you know. Patch 7.2 is our anniversary patch, and 7.3 is going to be relatively close to 7.2

SR 1 year anniversary content. - we'll try to bring you some fun content over the duration of the anniversary. More detail on the anniversary content will come closer to the day!
Resource audit. - We are aware that there are some issues with resources, and we'll be going over it all to ensure everything is working as intended. This will possibly involve changing some resources, planetary spawns and possibly other stuff. This will not affect old resources already collected. More details will come soon, before it gets implemented, so you all know exactly what's happening.
Slayer Collection Quests. - Do you thoroughly enjoy killing the animals of SWG? Then these are for you, these are kill collection quests which net a novelty reward (think title or badge, maybe a small item, nothing more).
Collection Quests. - NGE Style collection quests, gather x items to complete and get a novelty reward.

We'll also be looking into the possibility of player bounties (it's possible to do it, but we need to make sure the current systems out there work like we want them to)

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TheTinyPebble
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Re: Upcoming content for patch 7.2 and 7.3

#2

Post by TheTinyPebble » Tue Jul 17, 2018 2:50 pm

We'll also be looking into an armor revamp, to bring all armors up to viable levels - but still keep them varied. These are our current thoughts, but we haven't started testing yet. Current Composite might be a bit better than the new stuff.

Once the revamp goes live you won't be able to use your old Composite armor segments.

All armors are vulnerable to LIGHTSABER.

-------BONE-------
vulnerability = STUN + HEAT + ELECTRICITY,
specialResists = COLD,

-------CHITIN-------
vulnerability = BLAST + STUN + ACID,
specialResists = ELECTRICITY,

-------MABARI-------
vulnerability = STUN + COLD + ACID,
specialResists = HEAT,

-------TANTEL-------
vulnerability = COLD + HEAT + ELECTRICITY,
specialResists = STUN,

-------UBESE, CEREMONIAL, DEFENDER-------
vulnerability = BLAST + STUN + HEAT,
specialResists = ACID,

-------GUARDIAN, PADDED, BLACK MOUNTAIN-------
vulnerability = STUN + ACID,
specialResists = BLAST,

-------COMPOSITE, SENTINEL, HUNTING-------
vulnerability = STUN,
specialResists = ELECTRICITY,

-------RIS-------
vulnerability = ACID,
specialResists = ELECTRICITY + STUN,

-------CYBERNETICS-------
vulnerability = ACID + BLAST,
specialResists = ELECTRICITY,

All armors will take the same segments which will have innate ENERGY and KINETIC resistance
3 levels of segments

Standard
Advanced
Experimental
Standard and Advanced are like the composite equivelants, where the experimental is the RIS segment.

The experimental will have slightly higher resists and lower encumbrance

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TheTinyPebble
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Re: Upcoming content for patch 7.2 and 7.3

#3

Post by TheTinyPebble » Thu Jul 26, 2018 1:52 pm

Resource Audit
The resource audit is currently on-going, and it does take a bit of time. Hopefully this can be implemented for 7.2, 7.3 at the latest.

There are a few issues we are trying to work out, but with the way the code is set up it might not be possible to achieve some of this. I'll go into this a bit more further down.

These are the changes we are going for:

Decrease the resource gate limiter by 5% (10% -> 15%).
What does this mean? Currently, when a resource spawns there's a 10% chance that it will have stats above 90% of it's natural resource gate (minimum and maximum values a stat can have). In practice it means that only 10% of all resources that spawn will be top tier. We are increasing this to 15%.

Removal of <planet name> minerals. This only applies to the new planets, and non-native resources (so flora, creature resources, fiberplast, wind, solar will stay).
This includes stuff like Mandalorian Aluminum, Hothian Iron and Jakkuan steel.
What's the reason for this? These resources are taking up the resource lots for regular named resources. This has made uncommon resources rare.
Example: If 5 steels are set to spawn, and 3 of those are Hothian Steel, Mandalorian Steel, Chandrilean Steel then there are only 2 lots left for regular named resources, thus making it harder to get those named resources used for crafting.
Will the removal of these resources affect my current resources? All resources already collected will not be affected.

Addition of a JTL-like batch of resources. This means they are ungated (1-1000 stats), similar to the <planet name> minerals that were taken out.
This stuff will be put in a fixed pool. The additions are:
  • Rylon Inert Gas
  • Calabite Carbonate Ore
  • Galatite Intrusive Ore
  • Maganite Extrusive Ore
  • Cagunese Copper
  • Galvanicyn Aluminum
  • Hemalite Iron
How does the fixed pool work? The fixed pool always have one of the JTL (and now the above group) resources in spawn. These resources also last longer. The above resources are getting added to the fixed pool, and the fixed pool is increased (so more resources are in play at the same time). This does not interfere with regular named resource spawns.

Resource planets.
Now this is where the aforementioned troubles with the code plays a role.
Of the new planets, the ones which will have resources are:
  • Chandrila
  • Mandalore
  • Hoth
  • (Dromund) Kaas

Why is Jakku removed and Kaas added? We have plans for Jakku that will make it impossible for players to traverse the actual planet to place harvesters and sample resources, and we felt it was easier to change the resource spawns to accommodate our future plans now with the resource audit instead of down the road.
Kaas is being added in as both a replacement for Jakku, and as a part of the updated terrain it will receive, which will make traversing, and placing harvesters on the planet easier (while still retaining the look and feel of Kaas). The updated terrain was always part of the plan for Kaas, but it takes awhile to do, we are aiming to release that alongside the resource audit.

Now, we would like to keep Jakku as an option for random resources (minerals, chemicals) to spawn on still, but this is where the code is proving difficult, if we leave the native resources (flora and creature resources) off Jakku we get a lot of errors each time the resource manager updates.

So, if it is possible to leave Jakku in as a resource planet we will be doing that. Unfortunately it doesn't look like it at the moment.


There might be a period of time where the new resources do not show up on GH, we will try and get them up there as fast as possible.

We would like to hear your thoughts on this before we implement this, there is still time to make changes.

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mafs
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Re: Upcoming content for patch 7.2 and 7.3

#4

Post by mafs » Thu Jul 26, 2018 2:11 pm

Love that you're addressing the fact that new planet resource is hogging the slots needed for uncommon resource (dolovite iron, eleton gas, tolium gas, etc). The uber resources were nice but the fixed pool for JTL resource will address that superbly.

Jakku - with the plans for it, I can't see it having any useful resource other than possibly wind and heavy metal, maybe some radioactive. Not having it as a resource planet won't adversely affect the game and it would be odd to see afk surveyors in the middle of a firefight. My only query here is what will happen to existing Jakku resource?

All my feelings for these changes are warm and fuzzy.

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TheTinyPebble
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Re: Upcoming content for patch 7.2 and 7.3

#5

Post by TheTinyPebble » Thu Jul 26, 2018 2:21 pm

I might have been updating the post while you were reading it:

Will the removal of these resources affect my current resources? All resources already collected will not be affected.

The ones currently in spawn when the change goes live will still be available, as they need to despawn naturally.

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TheTinyPebble
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Re: Upcoming content for patch 7.2 and 7.3

#6

Post by TheTinyPebble » Thu Jul 26, 2018 5:13 pm

Player Bounties
We just finished editing the player bounty system from The Rising and Infinity.

Here's how it works. If you get killed in PvP (duels don't count) you will be able to place a bounty between 25k-500k on your killer. The BH guild takes 20%, so in practice 400k is the max placeable bounty.

With this change the max bounty a player can hold is 500k. If you try to put more than the max on you will get refunded the remainder.

If you are killed by a neutral BH you cannot place a bounty on them, if they're factioned you can. This only applies to BH missions, not regular pvp.
Currently a system message is placed when a bounty is added, this may or may not get removed depending on feedback.

Known issue: If you try to put in more credits than you have available (bank+cash) then no bounty is placed.

Future Content: In the future we might build upon this concept, and allow players to put a bounty on the BH who killed them for an increase in cost (credits are credits after all).

OU8-12
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Re: Upcoming content for patch 7.2 and 7.3

#7

Post by OU8-12 » Fri Jul 27, 2018 12:32 am

I love that we are addressing the Resource issue, so Thank You so much for the time you're spending on that. As far as removing the resources for Jakku, 'eh, dosen't make too much of a difference though having lots and lots of areas to drop harvesters will be missed. As far as adding resources to Kaas, I think that Kaas should just be left empty as that planet is nothing more than a heaping pile of Dog Shite and the person that designed that place should be spade/neutered and have their nose whacked with a rolled up news paper over and over again and then sent to the pound and forgotten. But that's just me.

I am also a huge fan of the Armor upgrade/revamp and look forward to see it put into practice.
TheTinyPebble wrote:
Tue Jul 17, 2018 2:50 pm
All armors will take the same segments which will have innate ENERGY and KINETIC resistance
3 levels of segments
Does this mean that each segment will require the exact same resource no matter the armor type? Will there still be separate segments for each armor type? And if something has a weakness for X,Y, or Z, can an enhancement be added to counter-act that "hole", such as a Rancor Hided that adds Heat protection?

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Dren Kara
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Re: Upcoming content for patch 7.2 and 7.3

#8

Post by Dren Kara » Fri Jul 27, 2018 11:19 am

OU8-12 wrote:
Fri Jul 27, 2018 12:32 am
As far as adding resources to Kaas, I think that Kaas should just be left empty as that planet is nothing more than a heaping pile of Dog Shite and the person that designed that place should be spade/neutered and have their nose whacked with a rolled up news paper over and over again and then sent to the pound and forgotten.
Which is why Tiny is redoing the terrain. There won't be issues with the trees there anymore.

Helgarm
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Re: Upcoming content for patch 7.2 and 7.3

#9

Post by Helgarm » Fri Jul 27, 2018 12:21 pm

I recognise that there appears to be an interest in a player bounty system, but I wonder exactly why?

Currently, there is virtually no PvP on the server, and I have no interest at all in speculating why this is so. This being the case, however, I'm curious as to how a system that essentially imposes a potential penalty to PvP activity will in any way enhance this situation. If I'm just looking for a bit of casual, consensual, PvP now and again, the last thing I want is to then be looking over my shoulder all of the time because somebody with more money than a sense of fair play threw a bounty down on me.

If this is an attempt to encourage GCW PvP activity then it seems like a classic bullet to the foot.

On the other hand, of course, if the PvP we are intending to encourage is purely player bounty hunting, then I suppose this is ideal. I just figure that the 'I want to be hunted by BHs but don't want to play a jedi' niche is pretty small.

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TheTinyPebble
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Re: Upcoming content for patch 7.2 and 7.3

#10

Post by TheTinyPebble » Fri Jul 27, 2018 2:06 pm

Helgarm wrote:
Fri Jul 27, 2018 12:21 pm
I recognise that there appears to be an interest in a player bounty system, but I wonder exactly why?

Currently, there is virtually no PvP on the server, and I have no interest at all in speculating why this is so. This being the case, however, I'm curious as to how a system that essentially imposes a potential penalty to PvP activity will in any way enhance this situation. If I'm just looking for a bit of casual, consensual, PvP now and again, the last thing I want is to then be looking over my shoulder all of the time because somebody with more money than a sense of fair play threw a bounty down on me.

If this is an attempt to encourage GCW PvP activity then it seems like a classic bullet to the foot.

On the other hand, of course, if the PvP we are intending to encourage is purely player bounty hunting, then I suppose this is ideal. I just figure that the 'I want to be hunted by BHs but don't want to play a jedi' niche is pretty small.
You raise a good point, and I do fear you could be right. However, a lot of players seem to think that this will aid PvP so I'm all for at least giving it a trial run. As there's not much of any PvP (even BH vs Jedi) then maybe this will liven it up a little.

In the beginning it will likely be a lot of BH vs BH though, hopefully that will change a bit over time.

In the end, if it turns out to be a detriment to the game we can easily turn it off, or we may have to build upon the system further.

I apologize if this wasn't the best answer, I do see your point and will keep it in mind while we keep an eye on the situation.

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