Nyílván a resettől való félelmem miatt nincs rögzítve a játék ikonja a tálcán max 1 hétig.
Az a bajom, hogy régen azt mondták 1-2 év és visszafejtik a CU előtti dolgokat. Azóta eltelt 10 év és még mindig nincs kész. Wipeot igértek már régen is, azóta is eltelt pár év. Lesz wipe persze...1-2 éven belül már biztos, de ha nyomnak is egy resetet akkor is kell legalább fél év ahhoz, hogy beinduljon a kereskedelem, a közösség stb. SZERINTEM.
Bár fogalmam sincs mit csináljak amúgy a játékban. Magyarokat még nem találtam. PVE szakmákat meg felhúzhatnék de a grindelés után szintén nem tudom mit csináljak. Kicsi voltam mikor ezzel játszottam, és szépen lassan rájövök, hogy konkrétan semmit nem tudok a játékról csak azt, hogy hogy néz ki, és hogy kell egy szakmát kigrindelni :D
Már hogyne következne be. Ez a lényege a wipenak. Tiszta lappal fog indulni mindenki a Suncrusher szerveren (tavaly legalábbis még ez volt a neve a végleges szerónak). Basiliskhoz úgy kell hozzáállni, mint anno a Liberatorhoz: tart egy darabig, funozunk egy keveset aztán delete. Ez van. Majd a Suncrushernél kell drukkolni, hogy nehogy törlés legyen két év után.
Ha félsz a resettől, akkor hagyd a fenébe - garantált wipe lesz idén vagy jövőre. Ha nincsenek hosszú távú céljaid, csak szeretnél újra belekóstolni a dologba, na arra jó. Meg persze körbenézni, hogy mennyire stabil a dolog, jó-e a társaság, stb.
A camelot nekem full kiesett. Talán nagyon régen hallottam róla, de azon kívül nem tudok róla semmit, hogy egy mmorpg.
Igazából azon kattogok, hogy lenne-e értelme elkezdeni grindelni, és komolyan játszani a Basilisken. Azért ez a minimum 500-600 játékos (jelenleg 1300) egészen jó...ráadásul ha jól olvasom már minden működik benne, instanceok, lootok, craft. Egyedül azért nem merek belevágni mert félek a resettől, de lehet ez nem is fog bekövetkezni.
Nagyon komoly..én is így látom, nem értem miért kellett a szart erőltetni.
Amúgy nem semmi: tizen évekről beszélünk. Vajon melyik játék tart fenn ekkora érdeklődést ezen kívül?
Most felraktam az emut meg is találtam az 1 éves accountomat :D Van pár ezer creditem, van egy compo setem, van pár kajám és meg van a novice pikeman :D Az viszont kicsit rosszul érintett, hogy a házam wpjéhez érve valami ismeretlen emberke kecója állt...persze az emailjeim között ott van a több tíz üzenet, hogy csináljak valamit mert elviszi az állam a lakást ha nem foglalkozok vele...hát nagyon elvihette, mert se a deed nem került az invenvotryba se a cuccaim se semmi. Ahogy nézem totál elvesztettem.
Sajnos nem. Sokan fikázták, mert tényleg sok hülyeséget nem javítottak azonnal. Látva, hogy azóta - tisztkiv - mennyire le vagyunk szarva sokszor, ma már ez nem volna probléma, mert megkaptad anno a SW univerzum több fontos részletét (Tatooine, Corellia, Naboo, Dantooine, Endor, Yavin IV, ill, a kevésbé ismertek közül a Talus, Dathomir, Lok, Rori, és a végén a Kashyyyk, Mustafar mellett még a Hothot is.) Ebből az első tíz azonnal benne volt, a többi később került bele, miután kaptál egy full űrszimulátort, bányászással, harccal, lehetett saját hajód, a földön házad, guilded és annak épülete, ezeket be is rendezhetted, letehettél SAJÁT bázisokat, bárhol, lehetett AT-STd (nekem három is volt, így farmoltuk Ryderrel a kristályokat a dantoon), stb. stb. És amikor megjelent marha szép volt. De azóta eltelt 12 év ...
Az volt a baj, hogy egy idióta volt a projekt élén, és elmentek a fejlesztők miután az NGE képbe került úgy, hogy a saját fejlesztőik sem tudtak róla. A lelépett százezrek után, túl a jedivé váláson pedig nem volt annyi eszük, hogy bedobják az NGE törülközőjét, hanem erőltették évekig ezt a szart, míg el nem ment mindenki. Természetesen az NGEnek IS voltak jó tulajdonságai, de többnyire a hülye WoWal akartak folyamatosan versenyezni, ahelyett, hogy maradtak volna a lényegnél.
Na mindegy. Ez van. Meglátjuk mi lesz majd a emuból.
Igazából az a probléma, hogy a legtöbben a régi élményeket akarjuk újra átélni, a régi barátokkal, a régi környezetben. Ez természetesen lehetetlen, hisz a múlt sosem lesz újra jelen. Nem is várom el a készítőktől, hogy a lehetetlenre vállalkozzanak. Ha kijön végre, biztos hogy megpróbálkozom a dologgal, adok neki egy esélyt - aztán majd elválik, hogy bejön-e a dolog vagy sem. Mindenesetre az elgondolkodtató, hogy ennyi év után még mindig sokan követik figyelemmel a folyamatot (visszavágyik abba a 2003-2005-ös galaxisba), holott sok más MMO ment a süllyesztőbe végleg.
Anulu: Darfe Jeff voltam, más karim nem is volt.
shaaktii: nem kell támadni, egyszerűen csak nem értettél meg vagy csak én nem fogalmaztam elég tisztán. Az, hogy ez az emu csak árnyéka a régi játéknak ez annyit takart részemről, hogy régen mikor ez kijött ez új volt, innovatív volt, fejlesztették, jöttek az új játékosok, gyarapodott a közösség, és mindenki el volt ájulva a játéktól, továbbá volt körülötte azért egy elvárható hype (NEM A SEMMIRE, mint manapság, hogy a játékok a hypeból élnek).
Viszont elmúlt az idő, a grafikája elavult lett, a játék maga nem új, a visszafejlesztési idő pedig már elég hosszú ahhoz, hogy aki várt is pár évet, az már rég elfelejtette a játékot, ez sztem a játékosközösség 70%a. 10 év alatt például én felnőttem, és kisiskolásból dolgozó ember lettem. Nagyon hosszú idő.
A fent felsorolt dolgok mint pl a grafika elavulása engem nyilván hidegen hagynak, mert simán leülnék most is játszani vele (sőt le is fogok, és kigrindelem azt a kurva jedit ha eddig egyszer sem sikerült :D), de nagyon kíváncsi lennék arra, hogy hogy tudnák ezt újraindítani. Valszeg sehogy, de azért kíváncsi lennék rá. Vagy jobb a káposzta melegítve?
Teljes mértékben egyetértek. Nem sok különbséget látok a régi és a mostani között. Minden esetre amikor van időm és tudok játszani, jól érzem magam benne.
Azok a szerencsétlenek nyilván nem az önsajnálkozóknak fejlesztenek, hanem azoknak akik még szívesen játszanának a játékkal, és ilyen emberekből nem csekély van még. Az hogy számodra árnyéka a régi játéknak egyéni probléma, de az előtt szerintem hogy teljesen kész lenne az emu elég nagy böszmeség azt állítani, hogy a játék árnyéka önmagának.. Hogy ne lenne már árnyéka mikor a jétékosok több mint fele a wipe-t várja? Azoknak nem ajánlott vissza visszanézni egyedül, akik nem tudnak új "baráti" körre szert tenni, ha ez megy, ugyanolyan jó élményt fog nyújtani mint az eredeti, csak ingyen..
Erre nem sok mindent tudok mondani.. 1, ne várj csodát egy amatőr programozó csapattól, főleg hogy nem ígértek semmit amit ne tartottak volna be eddig. 2, nem áltatom sem magam sem mást, mert a fejlesztők már elértek egy olyan szintet hogy stabilan könnyen haladnak.. Én feljártam rendszeresen megnézni a szerver állapotát és fel tudom mérni milyen mértékben fejlődik, és ha azt mondom fél év max 9 hónap akkor az tényleg úgy lesz... A játék már most élvezhető, egy nyűgje hogy lesz egy wipe..
Amúgy itt a biblia :] A screenshotok topic több hetes követése miatt vettem meg a játékot.
Nagyon érdekes ez a dolog. 13-14 éves voltam amikor megvettem, és játszottam még az erdeti pre-cu SWG-vel és engem is a cu kergetett el a játékból.
A starsideren toltam még kisiskolásként. Ott voltam a délután 1 órás leállásoknál amikor elmentem reggelizni meg satöbbi, aztán mentem vissza 1 óra múlva játszani :D Ott voltam a váltásnál, rengeteget beszélgettük az ottani játékosokkal arról, hogy eddig tartott a játék. Sokan csak napokig álltunk/ültünk egy helyen valahol és toltuk egymásnak a whispert, hogy most mi a tök lesz.
Számomra közel felfoghatatlan, hogy ez több mint 10!!! kibaszott éve volt. Egy tökéletes játékot szétvágtak a kialakult közösséggel együtt. Nekem a játékkal töltött talán 1 év intenzív gamolás igencsak szép emlék volt. Váltig állítom, hogy akkor, abban a formában grafikailag, a megvalósítást tekintve és tartalmilag a világ legjobb játéka volt, de ez az emu már csak az árnyéka ennek az egésznek.
Szerencsétlenek azt az állapotot fejlesztik vissza (10 éve) amit akkor használtunk amikor eljöttünk onnan. Vajon milyen lenne ez a játék ha ez a 10 év a játék tényleges fejlesztésére ment volna el? Nem is értem én ezt az egészet. Az swg rossz időben jött ki? Minden adott volt a sikeréhez pedig. A wow még is életképesebb lett...na mind1.
Évente benézek ebbe a topikba, kétévente felteszem az emut, hogy mi változott, de a kolbászoláson, a zenehallgatáson, és a régi házaim helyeinek meglátogatásán kívül nem csinálok semmit, max elmorzsolok 1-2 könnycseppet.
10 év.
Igazából olyan régóta várom/várjuk a megjelenést, hogy nehezen hiszem el a dolgot. Persze nyílvánvalóan jobban átlátod a dolgot, mint én - már vagy egy éve be se léptem emuba -, de ha belegondolok hogy két munkahelyet is megjártam, mióta várok a végleges emura... és éveket dolgoztam mindkét helyen. :)
Elvileg a 8. lesz az utolsó Publish, aztán wipe és mondhatni live, mert teljes pre cu állapot lesz, aztán fejlesztik a JTL-t. Szóval live-ig kb fél év van még.
Hmm sacra lehet tudni mennyi van még hogy live legyen az egész ?
Greatly Improved server stability Made some performance optimizations Fixed many instances where objects were not properly being destroyed from the database
Spawns/World/Missions
Added heralds to all planets that will direct players towards various points of interest Added dynamic Black Sun spawns to Dathomir, Endor, and Yavin 4 The Endor smuggler outpost now has a functional tavern Taming a baby at a static spawn will no longer cause that mob to cease respawning A sarlacc will now erupt and disease anyone nearby when a player approaches too closely All types of dynamic spawns will now despawn when no player has been in range for 5 minutes (instead of just lair spawns) Added distant ship flyovers above static cities Added many more possible destroy missions to all planets and faction terminals (including many humanoid missions) Reduced the size of a no-build zone on Tatooine
Creatures/NPCs/AI
Many mobs now distinguish between special protections and effectiveness resists when examined Fixed the resists/armor of many mobs Wild creatures and wild tamed creature pets will now always have a 2.0 attack speed (not retroactive to existing pets) Creatures can now have a special attack 2 without having a special attack 1 Fixed special attacks on many creatures Creatures will now use their special attacks less frequently Mobs will no longer regen HAM while in combat but will now regen it faster when not in combat Fixed several other mob details Most npcs should now have randomly generated names Many npcs will now be talkative in reaction to their environment Imperial npcs no longer take disrespectful emotes directed towards them lightly and will respond Mobs will now be less prone to fleeing when a player approaches Ai will no longer be aggressive towards vehicles, but will still be able to attack them Ai can now be aggressive towards players who are riding a mount or vehicle Adjusted aggro determinations so that aggressive NPCs will aggro more reliably (and from further away) NPCs are now smarter about selecting attacks and should use their special attacks at a more consistent rate Mobs are now more likely to engage their enemies in combat (mob vs. mob) AI awareness is no longer dependent on player movement. As long as players are in range, mobs should be active Aggressive mobs are much less likely to drop aggro when a player tries to /peace Tougher mobs should now apply longer lasting states A mob's resistances will now degrade based on their battle fatigue (beyond 500) Added loot to some mobs that were dropping none before Jedi sentinels no longer drop loot, give very little xp when killed, and will respawn faster
Events/Dungeons/Theme Parks/Quests
Added Hero of Tatooine quests Added generic quests to criminals, scientists, businessmen, and nobles Rewrote all existing Death Watch Bunker code to fix issues with it Added new functionality to the Death Watch Bunker The Bestine Museum curator no longer limits a player to one schematic purchase Captain Heff should now remove the warren evidence from your datapad when you turn it in Fixed a couple of issues with Nym's themepark containers
Combat
There is now combat spam for incurred wounds and battle fatigue, posture changes, armor mitigation, and state application/removal Fixed grenade combat spam Players can no longer be attacked while loading Players in the same group can no longer attack each other except when in a duel /peace will now clear the combat queue The combat hit equation has been modified to be closer to live Counter attacks have been fixed and re-enabled. They will no longer delay a player's combat queue Adjusted melee combat range to account for latency when chasing a moving target Multiple attributes can now be wounded by a single attack Mobs now have hit boxes and one will no longer be required to stand inside of larger creatures to hit them in melee Added generic weapon type checks to combat commands to fix some issues where certain commands could be used with the wrong type of weapon PvP "House TEFs" have been added. A player executing abilities in PvP will now be ejected from and won't be able to enter a player structure for 5 minutes It should no longer be possible to incapacitate oneself by using combat abilities healing now generates less threat Wearing a PSG should no longer sometimes increase the amount of damage that you take when the attacker has a high AP weapon Many more actions are now prevented by warcry (or a similar delay) many more actions are now prevented by the swimming state Non-damaging state attacks (warcry, intimidate, etc.) are now only subject to the target's state defense (and no longer have to beat their primary defense as well) Modified the formula for state application/defense chances to be closer to live Intimidation now lowers min and max damage instead of just max damage Intimidation from different sources now stack their effect Intimidation now also lowers primary defenses Increased the chance to successfully stand while dizzy Increased the damage and accuracy bonus and the defense penalty from going berserk The stunned state now imposes a larger damage reduction Slightly increased the accuracy penalty from the blinded state Fixed knockdown and posture change delays and dizzy flopping forced posture changes will now cancel an active burstrun/retreat Droids are now immune to blind, dizzy, stun, intimidate, delays, and biological dots Vehicles are now immune to blind, dizzy, stun, intimidate, delays, biological dots, and posture changes AT-STs and AT-ATs are now immune to blind, dizzy, stun, intimidate, delays, and posture changes When applying multiple dots of the same type and pool to a target, weaker ones will no longer overwrite stronger ones Reapplying a dot with the same or greater strength will no longer push back the tick of the existing dot. Instead, it extends it's duration and increases it's strength to that of the new one (if greater) Weapon dots can now be applied one per weapon rather than one per type of weapon The damage of dots applied from weapon attacks is now reduced by the target's armor Bleeds now do damage once every 20 seconds Fixed the order in which dots are healed DoTs are no longer automatically cleared from a player or pet that is incapacitated and will resume their damage/wounding when the player/pet recovers Players must now be within 80m of a mob when it dies to gain xp from the kill Damage from dots now counts towards kill credit Disengaging from combat during a battle will no longer clear a player's credit towards loot rights
Professions
Artisan:
The plain short robe can now be crafted with sockets Vehicle customization kits can now be crafted in a generic crafting tool (requires a newly crafted tool) Fixed a rounding error when calculating xp for practice mode
Bio-Engineer:
Fixed sampling checks to prevent sampling DNA from droids and other invalid mobs Refined dna sample stat generation and pet crafting formulas to be closer to live Bio-engineered pets will have their stats/level checked to see if they align with the new formulas. Any outliers will prompt the owner to have their stats or level fixed
Bounty Hunter:
Bounty missions will no longer fail when your pet gets the killing blow Bounty missions will no longer fail if a dot gets the killing blow Arakyd droids can now be used at investigation 1
Brawler:
Lunge attacks can no longer be used while kneeling or prone
Creature Handler:
The transfer command can now be used with a non-CH as a target (provided all the requirements are met) The special attack commands are now functional Adjusted the formula for CH xp granted from combat to be closer to live Newly tamed pets should now automatically follow their owner
Doctor/Medic:
It should no longer be possible to heal/cure while swimming Cure packs no longer apply their full strength to every dot on the target Buffing no longer has faction restrictions
Droid Engineer:
Added framework for droid module functionality. Only newly crafted modules will be functional. Added functionality to the following modules: crafting station, armor, auto-repair, medical, item storage, data storage, repair, stimpack dispenser, effects, detonation, merchant barker, combat, playback, trap, harvest, and structure maintenance modules Module clusters should now function properly Droids without combat modules or innate combat capability should no longer attack and should now flee when being attacked Added some functionality to personality chips Droids with personality chips are now programmed via conversation
Entertainer:
Soft Logging should no longer stop a player's performance
Ranger/Scout:
Trap throwing speed is now static and no longer based on the speed of a player's equipped weapon When throwing a trap vs. a target that is not in combat, combat is no longer initiated until the trap lands Only rangers should now be able to tell when something is stalking them Area track animals will no longer show droids
Rifleman:
Strafe shot 1 and 2 will now remove the cover state and apply a delay to anyone that has cover removed
Squad Leader:
Group terrain negotiation should now function All squad leader group modifier should apply and persist more reliably boost morale should now distribute wounds properly Squad leader group skill mods and activated commands will now only affect group members in the same building as they are (or only those outdoors if the Squad Leader is outdoors) It should no longer be possible for a squad leader to incapacitate themselves by using their abilities
Tailor:
Skill mods added to an item from a schematic will no longer overwrite the skill mods an item gains from bio-enhanced components
Weaponsmith:
Components crafted into weapons should now be visible on the final weapon, where appropriate
Items/Loot
Added anti-decay kits to veteran rewards Added datadisk loot kit and components to loot Added empty datapad loot kit and components to loot Added additional checks to prevent trading of no-trade items Removing a powerup from a weapon now destroys it rather than placing it back in your inventory When applying an attachment with multiple, same value skill mods, the first listed should now properly be chosen The chance for a looted item to be exceptional or legendary now scales with the level of the mob it dropped from Adjusted weapon decay. Weapons now have a chance to decay by 1 point with every attack instead of always decaying by a fraction of a point with every attack. The chance for a mob to have loot was adjusted on nearly every mob in game. Now, generally, the higher level the mob is, the higher the chance for it to have loot
Pets
Follow other command now works with non-player creature targets It's no longer possible to store a pet while you are in combat Faction pets can now only attack and be attacked by opposite faction targets Pet stims can now only be used on creature pets The ranged attack and special attack commands can now only be taught to pets that have the corresponding ability/attack Get patrol point and clear patrol points commands can now be taught Pet patrol commands are now functional Pet follow range is no longer based on the pet's equipped weapon Pets should no longer re-aggro previous targets after death or being stored It should now be possible to call a pet within any public building
Player
Un-equipping a weapon now properly updates a player's level Structure permission lists will now automatically remove entries of deleted players and update entries of players whose name has been changed Faction point caps now only increase for your current faction when you take a promotion Fixed faction point gains/losses from pvp deathblows Resigning from a faction now removes any faction you have beyond your new cap It should no longer be possible to get stuck with an unhealable, non-damaging dot state Fixed the distances to which spatial chat and emotes will now carry. That distance is now based upon the chat type A player can now claim a new veteran reward for every 360 days accrued beyond the pre-set milestones Canceling a crafting session during the add ingredient step can no longer cause some components to be lost. Components will now always return to inventory even if it overfills it It's no longer possible to store clone data where it is already stored Clone data will continue to be stored when a player clones Cloning to a pre-designated facility no longer applies 100 battle fatigue Player event perks can now be deployed while mounted
Group/Guild
A weekly update is now performed for each guild. During this update, the member list will be cleaned up. Guild renaming now happens during the guild's next weekly update instead of always 1 week later. Guilds now must have a minimum of 5 members. If a guild is below the minimum during it's weekly update, it will be disbanded. Guild management terminals are now automatically associated with the guild of the hall's owner Maintenance can now be withdrawn from PA halls A group leader can now select the loot rule to use. Functional rules right now include 'Free For All' and 'Master Looter'
Player Cities
Cities no longer perform their very first update after 24 hours. The first update is now performed after 1 week. The citizen assessment that a new city (and a city that drops below 10 citizens) performs is now independent of the city update cycle and therefore will no longer delay elections from happening when they are scheduled to do so. During a city update in which an election takes place, the election is now processed before city contraction/expansion. This ensures that a newly elected mayor gets any mails relevant to the update instead of the old mayor. Mail is now properly sent to a mayor when a city is first started, after a citizen assessment occurs, any time a citizen is lost or gained, any time a structure is added to a city that wasn't added by the mayor, any time a structure/decoration/terminal/trainer is removed from a city for being outside city limits after city contraction, from a lack of maintenance, or because there were too many for the new city rank Mail is now properly sent to a player who becomes a citizen via a city's expansion or whose structure is added to a city by any other means Mail is now sent to all citizens when a mayoral candidate unregisters from an election A player city must now be rank 3 or higher to set a specialization A city specialization can now be removed at any time (even when a city is on cooldown for setting a new one) The defense bonus from the stronghold specialization now only applies to a city's militia members, and only when attacked by another player Adding a non-garden decoration to a player city now has the proper politician skill check Fixed the info displayed on all of the city reports City banned players that later become citizens will have their ban automatically removed. Any citizens already banned in their own city will have their bans lifted automatically A city must now be at least rank 2 in order to have taxes levied. A city contracting to rank 1 will have all tax rates set to zero The incumbent will now always win a city election that ends in a tie (if the incumbent is one of those tied for the lead) Any mayoral candidate that loses their citizenship will now automatically be removed from the race Whenever a player loses citizenship, their vote in the current mayor election is properly removed If a mayor is deleted, their city's civic structures are no longer deleted along with them and a new mayor can be elected to take their place Player city bank terminals, mission terminals, and skill trainers will now only register on the planetary map if their city is registered A mayor can now align a decoration or mission terminal's facing to north, south, east, or west after it has been placed in the city A city that doesn't have the funds to pay for it's specialization during it's update will have it removed A city that doesn't have the funds to pay for it's registration during it's update will be unregistered A player who has been city banned can no longer use that city's skill trainers or slice that city's mission terminals City banned players no longer receive the benefit of a city specialization /cityban, /citypardon, and /grantzoningrights now require both the player issuing the command and the target to be within city limits When a city contracts, civic structures that required the previous rank are no longer deleted immediately but will be deleted during the following city update if the city does not expand back to the original rank Skill trainer and mission terminal limits are now enforced when a city contract. Any trainers or terminals beyond the new limits are removed Garden city rank requirements are now enforced during city updates and gardens are at risk of being destroyed if the city's rank remains below the requirement.
Misc
Newsnet terminals are now usable Weather effect duration now scales down with severity Updated player, vendor, guild, and city naming filter checks to be closer to live Fixed the way in which certain commands are queued so that they will no longer get queued multiple times in some situations Added/Improved more admin commands for staff
Szerintem magasról tesznek rá, még csak most jön ki a publish 7 június 7.-én, aztán fejezik be a jedit. Még ha le is szeded sokra szerintem nem mész vele mert nem teljes, és senki nem fog neki állni fejlesztgetni rajtuk kívül
Ezt hol találtad? Utoljára szerkesztette: Fehercsoki, 2015.05.16. 12:37:46
Így van a maximum +25, de ezt látod is a skilltábla mellett bal oldalon, fel van sorolva minden a karakteredre vontakozó tényleges érték /-el mellette pedig az attachment-é ami 25 fölé nem vihető. De ha vihető is lenne, mire te összeszedsz annyi 25-ös attachmentet megőszülsz szerintem. 25ös ca-aa-t csak kemény bossok dobnak soloban esélyed sincs, vendorban meg több milla egy. Egy ruhába pl csk egyszer tehetsz egy fajta ca-t. Pl ha raksz bele 10 pistole speed-et, és később bele akarsz tenni mégegyszer annyit, elveszted a slotot és nem növekszik semmivel. 4 slotba 4 féle képességet tudsz növelni, 4x ugyanazt nem Én azt tudom tanácsolni, hogy ha tudsz szerezni jó minöségő 4 slotos páncélt, abba pakolj dodge, melee def ranged def, stun stb defensive, block counter attack, szóval minden védelemmel kapcsolatos tulajdonságot. Mivel bármilyen karaktered van annak ezek mindig jól jönnek. A ruhába pedig a weapon használatot elősegitő és egyéb cuccokat pakold, szakmának megfelelöen.. De a helyedben wipe-ig nem terveznék iylet csinálni mert egy ilyen vállalkozás sok időtés creditet igényel, mire összehozod szerintem kész a pre cu és törlik a fenébe. Utoljára szerkesztette: shaaktii, 2015.03.11. 20:40:10
Aki esetleg jártas a Creature Handler + Tailor szakma rejtelmeiben, attól lenne néhány kérdésem. Ugye ruhákra lehet BE attachmenteket rakni, melyek +25 Vicious meg + 25 Wild Taminget adnak. Kérdésem, hogy ezek meddig stackelődnek/meddig érdemes venni/használni őket? Ha úgy nézzük, hogy lehet head-shirt-pants-jacket (nem tudom kihagytam-e valamit) + Master CH az 50 Vicious és 90 Wild, akkor ez 150 Vicious és 190 Wild. Ez minél több annál jobb, vagy 100 a max? Ha minden ruhadarab 4 slotos, akkor mindegyikbe mehet +25/+25 taming +25 Mask Scent +25 Camouflage?
Igazából egy teljes szettet tervezek hosszabb távon kirakni, csak nem teljesen tudom, hogy miből mi a max és mi az érdemes.
Hát ja, úgyhogy szeretettel várunk mindenkit aki újra játszani szeretne. Az aktuális magyar guild: NoMads , aktuális város: Eterna (Rori -1041 -5488). A városban már kb minden van. Leader: Lethala Tagok: Lethala, Echodan, Harc, INAT, Namri, Borzas, Zuzanna (Miranda Brill), Pogefra, plusz az altok.
PRECU 9-es patch körüli állapot lesz visszahozva. Szóval eléggé nagy rollback, de még mindig ez a jó irány.
CU és NGE előtti vagy utáni verziót ölel fel magába ez az swgemu?
Már régóta lehet jedit tesztelni, csak senki sem akarja addig elvinni a karit a teszt centeren ha úgyis törlik alig fél éven belül...
"(unstable)[Added] Bluefrog near Paemos in Village on Dathomir"
Ez mit takar? Lehet tesztelni a jedi proffokat a Test Centeren? Vagy csak randomba lerakták oda.
A Roadmaps alapján nekem úgy tűnik hamarosan beér a projekt a finishbe. Nem kis öröm lenne egy nyári start. Remélem nem csak az optimizmus íratja ezt velem.
Üdv Oké felvettelek barát listára bár most nem vagytok online, vagy csak altoztok.
Letettünk egy várost éppen most, természetesen ugyan oda ahol Starsideren volt:) Sokan nem vagyunk 4-5-en de jöhetsz nyugodtan "Inat" néven szoktam lenni:) írj rám ingame.
Improved server stability Improved server performance Added a new Artificial Intelligence system (see AI section) Added additional unit tests to verify that mobile/lair templates have valid values
Spawns/World/Missions
New types of spawns have been implemented (dynamic/theater) Added many new random spawns to all planets Random spawns in the wild will now generally spawn further apart Spawns should no longer end up outside of planetary boundaries Mobs left behind when a lair is destroyed will now despawn on their own if not killed Lairs (and their mobs) will now despawn on their own if no players are nearby for a time The sarlaccs on Tatooine and Dathomir will now disease players who wander too close without protection Added some static spawns to Naboo, Endor, and Dantooine Changed the static spawns at the Sulfur Lake Pirate Hideout on Lok to the correct ones Added static spawns to the Gas Mine on Lok Added static spawns to the Imperial Research Facility on Lok The number of spawns at a destroy mission now varies with the mission's difficulty Ben Kenobi's house is now off limits The rebel hideout on Corellia now has the correct turrets (and they'll now respawn)
Creatures/NPCs
Many mobs had one or more of their stats/details corrected Adjusted the size of most creatures Fixed the default ranged attack animation for creatures Modified the accuracy calculation for npcs/creatures/turrets Added wound chance to some npc weapons that were missing it The npc version of the nightsister energy lance now properly does energy damage Creature disease and poison dots should tick for more reasonable amounts Turrets will now attack a random ham pool rather than always health Turret attacks now consider mitigation and posture, will break attack delays, and can now cause wounds Non-GCW faction npcs will now consider a player's faction with their group when deciding whether to be aggressive or not Faction gains/losses from PvE kills are now based on the level of mob that was killed rather than being a static amount Rewrote faction recruiter conversations and fixed some bugs with them More junk dealers are now fully functional Npcs/creatures will no longer react to, attack, or follow invisible staff characters
AI
Many mobs will now wander about when not in combat Pack type mobs will now assist one another when attacked AI can now attack other AI and will aggro enemies if they wander too close AI will now return to their spawn point if pulled too far away Improved AI awareness logic
Events/Dungeons
Added Event Promoter npcs with a limited selection of decorations for rent Added Bestine museum event Added Cries of Alderaan Act 1 event Added the 2004 Wookiee Life Day event/quest (available during December) Added/rewrote all Geo Lab conversations Fixed issues with Geo Lab door unlocking Key cards in the Geo Lab should now be obtainable and functional Geo lab keypads can now be sliced open Fixed several issues with the Warren
Theme Parks/Quests
Fixed many issues with theme park/quest NPC conversations Factional quests can no longer be attempted while on leave Added support for quests with a destructible building Enemy quest targets are now more aggressive towards the one with the quest Group members can now assist with theme parks/quests provided the quest owner is nearby Escort targets will now take on the faction and status of the player attempting to escort them and will be attackable while being escorted Hedon Istee quest line now requires an elite combat profession to undertake Rewrote RIS armor quest and fixed some issues with it Added Record Keeper npcs Added Nym's theme park Added Lady Valarian theme park Added Zicx bug bomb quest line Added Polished krayt skull quest line Added Lady Hutt quest line Added Arven Wendik quest line Added Blerx Tango quest line Added Boss Nass quest line Added Bren Kingal quest line Added Champhra Biahin quest line Added Chertyl Ruluwoor quest line Added Coraline Dynes quest line Added Corran Horn quest line Added Denell Kel'Vannon quest line Added Didina Lippinoss quest line Added Farious Gletch quest line Added Fixer quest line Added Gilker Budz quest line Added Ging Darjeek quest line Added Gins Darone quest line Added Gramm Rile quest line Added Hal Horn quest line Added Haleen Snowline and Hagrin Zeed quest lines Added Huff Zinga quest line Added Igbi Freemo quest line Added Ikka Gesul quest line Added Irenez and Garm Bel Iblis quest line Added Jadam Questrel quest line Added Jaleela Bindoo quest line Added Jilljoo Jab quest line Added Kaeline Ungasan quest line Added Kirkin Liawoon quest line Added Kormund Thrylle quest line Added Leb Slesher quest line Added Lergo Brazee quest line Added Lian Byrne quest line Added Lorne Prestar quest line Added Lt. Harburik quest line Added Luthin Dlunar quest line Added Mourno Draver quest line Added Mozo Bondog and Dolac Legasi quest line Added Mullud Bombo quest line Added Noren Krast quest line Added Nurla Slinthiss quest line Added Om Aynat quest line Added Oxil Sarban quest line Added Palejo Reshad quest line Added Phinea Shantee quest line Added Radlee Mathiss quest line Added Raxa Binn quest line Added Rovim Minnoni quest line Added Ruwan Tokai quest line Added Sergeant Tarl and Gillad Pellaeon quest lines Added Sidoras Bey quest line Added Sigrix Slix quest line Added Sindra Lintikoor quest line Added Slooni Jong quest line Added Stella quest line Added Stoos Olko quest line Added Talon Karrde quest line Added Tamvar Senzen quest line Added Thrackan Sal Solo quest line Added Tolan Nokkar quest Added Vana Sage quest line Added Vordin Sildor quest line Added Wallaw Loowobbli quest line Added Wilhalm Skrim and Prefect Talmont quest line Added Xalox Guul quest line Added Xarot Korlin quest line
Combat
Out of range messages from intimidate use are now only broadcast to the player who used the command Bleeds from weapon dots will now consider the target's bleed resist skill Bleeds from special attacks will now consider the target's combat bleeding defense skill Poison and disease from weapon dots and combat medics will now consider the target's poison/disease resist skill Fires from weapon dots will now consider the target's fire resist skill Accuracy while moving skill mods now function to reduce the penalty to accuracy caused by moving Weapon range modifier now displays next to one's target Fixed an exploit that allowed a player to get more xp than intended Counterattacks will now attack It is no longer possible to attack with a ranged weapon while prone and in melee range Commands with a verbal component will now only have it broadcast a minimum of once every 30 seconds. NPCs can now be affected by dizzy The stunned state now properly reduces damage done
Professions
Armorsmith:
Padded armor belts can now be crafted with sockets
Bio-Engineer:
Pet deeds now have stats and can be tamed or sampled from Unattackable creatures can no longer be sampled from
Bounty Hunter:
Bounty mission targets will no longer be aggressive or stalkers Added a few more possible bounty mission targets The direction and distance reported by a BH droid should now be accurate if you're inside a structure when the droid reports back Arakyd droids should no longer land inside structures, but will no longer follow you Arakyd droids will now despawn if not used after a time
Brawler:
It is now possible to intimidate, taunt, and warcry while kneeling Fixed the unarmed damage skill mod not adding as much damage as it should
Carbineer:
All carbineer cone attacks have had their cone width increased Wild shot 2 is now a cone attack
Chef:
High quality Parwan Nutricake should no longer leave one permanently tired Parwan Nutricake and K-18 rations should now properly reduce burst run's HAM cost and can no longer be used while burst run is active
Creature Handler:
Tamed pets will now retain the (baby) in their name until explicitly renamed A pet must now be taught 4 unique commands in order to be named Pet level checks when trading and calling now considers the pet's adult level Pets will now show their master's name when examined Fixed an issue that sometimes caused a baby to remain unattackable when taming doesn't complete properly Pets can now attack in PvE and CH xp can be gained via PvE combat Faction awards from PvP kills will now go to a pet's owner if the pet gets the kill Pets will now obey the stay and follow commands when in combat When exiting combat, pets will now return to their pre-combat stay/follow state Pets should now always appear next to you when called It's now possible to group your pets when you aren't the group leader There is now a system message when destroying a pet control device Dead or incapacitated pets will no longer respond to commands issued via /tellpet Pets issued the attack command will remain focused on the command's target until it dies or they are issued a new command Pets will now switch targets when ordered to via the attack command Pets will now respond more promptly to commands issued to them while in combat
Droid Engineer:
Droids now require power in order to obey the group command Interplanetary survey droids are now functional
Image Designer:
The image design process will now properly pull credits from both cash and bank
Jedi:
Fixed several bugs in preparation for the day Jedi will be attainable
Medic/Doctor:
Fixed xp granted by healing, tending wounds, and enhancing /healdamage will now work properly if a lair/turret is targeted It's no longer possible to buff/heal wounds while outdoors in a medical center city
Merchant:
Selling an item from stockroom will no longer count the item's size twice in the item limit check Retrieving an item from a vendor now considers the item's size when checking inventory space Re-listing an item from stockroom should no longer move the item to the vendor you're at if it was on a different vendor It will no longer be possible to place items for sale if the merchant has more vendors than their maximum Vendor names on overhead and planetary maps will no longer include the "Vendor: " prefix Droid/terminal vendors in player cities will no longer use the city's name when registered A vendor is now properly considered empty when nothing is for sale (regardless of what else may be on the vendor) It should no longer be possible to register an empty vendor Vendors can no longer be renamed Fixed the subject of vendor emails sent when a sale expires
Politician:
An email will now be sent to citizens when someone registers to run for mayor Fixed text in some city maintenance emails Street lamps can now be placed closer to buildings
Scout/Ranger:
Attempting to harvest a resource that a creature does not have will now give an error message rather than randomly distributing a different resource Fixed the level displayed when those with the appropriate skill examine a baby creature Added milk to a few more creatures Mask scent and Conceal should now function
Shipwright:
Fixed many ship part/component schematics
Squad Leader:
The speed of squad leader commands is no longer based on your equipped weapon's speed Squad leader commands now only apply their affects to groups members of the appropriate faction and standing relative to the squad leader
Swordsman:
Fixed the skill needed for certification with the Black Sun Executioner's Hack
Items/Loot
Stats on looted items will now have more variability Weapons no longer decay when cloning and no longer can be insured Fixed the formula for decay based stat reduction for weapons/armor/vehicles Broken armor now offers no protection Statues, fountains, and street lamps should now have pickup/move/rotate radial menu options when dropped in a building Firework show packages are now functional Throwpillow schematic now has two additional variants Added functionality to treasure maps Mandalorian armor now has it's profession restrictions
Player
Added player unity (marriage) Added /registerwithlocation command for those with the appropriate skill Adjusted the formula for secondary stat (strength, quickness, willpower) ham cost adjustment Players will no longer lose faction points if killed by a factional NPC. PvP deaths still cause faction point loss. It should no longer be possible to set an invalid skill title All species should now be able to learn and use all of the languages appropriate to them Newly created characters should now all start knowing the appropriate language skills Deleted characters can now be removed from friends list and structure permission lists It is no longer possible to place structures outside of planetary boundaries Structure damaged emails now include the planet name that the structure is on Player structures that run out of maintenance will now deduct funds from a players bank account (if present) prior to decaying
Group/Guild
Guilds can now be renamed Emails are now sent to guild members when a guild name changes, guild leader changes, or when a guild is disbanded Guild naming/renaming now properly checks the naming filter Guild leaders are now able to kick members from the guild management terminal /guildremove can now be used to kick other members Added nearest mission for group way point functionality
Travel
Reduced vehicle repair prices A vehicle's name will now signify when it has been disabled Vehicles now have resists A vehicle can no longer be generated while indoors /purchaseticket can now be used to purchase round trip tickets or to purchase tickets for other departure locations /purchaseticket now requires one to be close to a travel ticket terminal It should no longer be possible for terrorists to destroy a shuttle
Misc
Added /who command Added Veteran reward system Added /flashspeeder command usable by those who have selected the flash speeder as a veteran reward Color codes are now filtered out of item names during crafting and when vendors/bazaar sends in game mails Setting a way point name no longer toggles the way point General chat is now an auto joined chat channel When bait is lost while fishing, the rest of the stack will now be fresh It should no longer be possible to ignore chat from a staff character Added/improved more staff commands
GoG = Másolásvédelem nélküli installer. Ha sokallod a zsét, dobd össze a haverokkal. :)
Ha valakit érdekel elindult a The Repopulation bétatesztje. indítottam neki is egy topicot akit érdekel vagy kérdése van szívesen válaszolok (ami nem ütközik a teszter eula ba). Régi StarWars Glalaxies rajongóknak csemege ez a játék! Utoljára szerkesztette: Enrange, 2014.10.21. 18:37:37
Egy kis event a teszt szerveren annak akit érdekel. https://www.facebook.com/photo.php?fbid=759345490777702&set=a.181814521864138.35969.100001067732300&type=1&theater
Sajnos a hivatalos oldalon semmi konkrétumot nem olvastam mostanában (sem) arra vonatkozólag, hogy mikorra várható a "végleges" változat megjelenése az emulatorból. Esetleg van köztetek olyan, aki jelenleg is vagy a közelmúltban fent volt a test centeren? Milyen a jelenlegi állapot? Olvastam egy nyári posztot, ahol azt írták hogy 70-75%-os a jelenlegi állapot. Ez igaz?
Nagyon szívesen olvasnék egy részletesen kidolgozott hozzászólást a témában. Látni fogja a generációm a Suncrusher fellövését? ;)
Pannónia város kezd pusztulni. Házak tűntek el a semmibe. A guild egyáltalán létezik még? Hetek óta nem látok semmi változást.
Látom itt még mindig segítõkészek az emberek... Reg: http://www.swgemu.com/registration/ Install: http://www.swgemu.com/forums/content.php?r=179-Install-SWGEmu
Eddig úgy néz ki hogy európai szerver nem lesz, mivel az emusok nem tudnak segíteni senkinek aki szervert akar indítani, sem most sem a jövõben, szóval ha lesz is szerver az sosem fog tovább fejlõdni annál ami majd a hivatalos emu "végleges" változata lesz. Ergo az eu-s szerver is ugyanolyan állóvíz lesz mint az amcsi. Aki a Darjani szerverben reménykedett, azt is ki kell ábrándítanom mert õk is leálltak a fejlesztéssel a fentebbi ok miatt..
Természetesen az EMUról van szó. :)
Áh, nem emlékszem, hogy miként kell belépni. :)
Tudnátok adni linket, ahol regelni kell és leírják lépésrõl lépésre, hogy mit kell tenni hogy beléphessek?
Februárban leálltam a Veers-el, viszont most tervezem hogy visszatérek a nyáron. Benézek pár napra vagy ilyesmi. Esetleg valaki tervezi úgyszintén? Nekem a Basilisk is megfelel.
Nem hiszem hogy hosszú távra, csak amolyan belekóstolás címszóval.
Lassan már ideje lenne elkészülnie a végleges változatnak. Szívesen ûzném újra az ipart magyar/európai szerveren. Az amcsi szerókat sajnos hamar meguntam - talán a céltalanságot a játékban méghamarabb.
Bekerült a játékba a Creature handler, lehet gyártani droidokat, de ha jól tudom még nincsenek hozzájuk mood-ok, a petek pedig csak playereket támadnak még. És még csomó minden. Fórumban amúgy minden ott van... Most pár napja volt meg a Publish 5, de ahogy szokott lenni le szokták venni a hírt a fõoldalról, a heti frissítés csak a nova szervert érinti.
De tessék, ez a publish 5 patch note:
Publish 5: Pets and Race Tracks
System Improved server stability POI/Cave/World - Added spawns to the following locations: Corellia: Lord Nyax Cult (outside), Rebel vs. Imperial minor poi, Research Camp Endor:Ewok Lake Village, Korga Cave, Dulok Village Naboo: Emperor's Retreat, Gungan Sacred Place, Mauler Stronghold (inside), Theed Tatooine: Tusken King quest area (no quest yet, just spawns) Fixed and/or added a few no build zones Open Magseal containers will now relock on occasion Magseal containers should no longer double spawn loot Adjusted respawn timer on many static spawns Creatures/NPCs Babies now spawn in the wild with varying rarities Many common npcs will now have random names Fixed stats and/or tamability on several creatures Lairs should spawn on cliff sides less frequently Lairs should no longer spawn quite as close to one another Some lairs now have a chance to spawn a boss (just a few, more will come later) Items/Loot Increased junk dealer payouts (newly looted items only) Adjusted loot and loot chances on all Dathomir NPCs Added clothing as possible loot from most NPCs Several weapons that were not dropping as loot before are now able to More varieties of armor can now be found in loot Newly looted armors can now be sold to junk dealers Many more types of items can now be found inside locked containers Locked containers will now indicate if they are slicable or not when examined Loot with negative value stats will no longer be worse from higher level mobs than from lower ones Adjusted the possible stat ranges on Nightsister Armor Shards Missions Grouped missions now have increased payouts Missions with npc targets no longer use the same titles/descriptions as creature missions Theme Parks/Quests/Dungeon Added the Theed Palace Librarian with trivia quiz Added Singular Nak quest Fixed return waypoint for Han Solo in the rebel themepark Added Nitra Vendallan quest Added Lareen Dantara quest Added Aaph Koden quest Added Kathikiis Ruwahurr quest Added conversations to 3 NPCs in the Geonosian Bio-Lab Combat melee toughness skill mods now only apply vs. melee attacks Destroying a lair should now grant experience It should now be possible to swap weapons with a full inventory There is now a small chance to successfully /stand while dizzy Weapons without a powerup will no longer artificially cap their speed at 1.0 Weapon powerups should now always adjust weapon stats as expected GCW Faction pets can now be purchased Fixed some recruiter conversations Professions
Architect: Harvesters should no longer shut off prematurely Harvesters should now shut off properly when the hopper is full Harvesters resource selection screens will no longer list twice (or at all) resource spawns that have expired Artisan: The contents of creature habitats can now be released Resource spawns that have expired can no longer continue to be surveyed and/or sampled for a time Bio-Engineer: Pet stimpacks and vitality packs can now be crafted and are functional Bounty Hunter: An arakyd droid can now only be launched once Bounty hunter mission fail messages are now sent to the mission owner rather than the one who kills the target Bounty mission targets spawning on a planet other than the hunter's current planet should no longer spawn in water or buildings Brawler: /setintimidate and /setwarcry now function Combat Medic: Willpower area B disease packs now affect willpower instead of strength Area heals will now also heal yourself (if you are in the area) Adjusted the amount healed by /healmind /healmind can no longer be used on duel or guild war opponents Creature Handler: The taming of babies is now functional. See pet section for more details on what pet functionality is currently working. *Note: Bio-engineered pet deeds are still non-functional. Doctor: Area cures will now also heal yourself (if you are in the area) /healenhance and /healstate will now automatically choose an attribute/state if one is not specified Droid Engineer: Droid Deeds can now be crafted Droids can now be generated from deeds - see pet section for more details on what pet functionality is working. *Special Note: droid modules are not yet functional Droid Repair kits and droid reconstruction kits can now be crafted and now function Droid customization kits can now be crafted and now function Fixed several schematics so they are now craftable and/or require the correct ingredients Entertainer: Band flourishes can once again be used by any group member Image Designer: Holo-emotes are now functional Marksman: Fixed action shot 1 bleed You will now most likely fall down if you attempt to /takecover while dizzy Medic: /tendwound should now cause the correct number of focus/willpower wounds Merchant: Vendor ad barking messages can now be up to 128 characters long Shop signs can now be changed NPC vendor appearance is now much more random Access fees may now be placed on a structure by any admin with the correct skill rather than only by the owner Access fees may no longer be set at more than 50,000 credits Vendor item limit skill mod is now a total limit across all vendors rather than a per vendor limit The contents of containers placed on vendors will now count towards a player's item limit. *Special note: all currently listed items will not be tallied correctly. To fix, withdraw and re-list your sales Fixed a bug that would cause items on vendors to delete themselves under certain circumstances Vendors in a structure that is destroyed will now properly be destroyed as well rather than ending up in the void A merchant with vendors stuck in the void can now create new vendors (the missing vendors will be deleted when you start creating a new one) Musician: The /bandflourish argument for chidinkalu horns is now "chidinkalu" rather than "flutedroopy" Politician: Added additional rules to validation of player city names City wide emails can now be sent by mayors to their citizens Scout/Ranger: Fixed ingredients required to craft Lok camo kit You will now receive a system message when entering/exiting your own camp Harvesting creatures inside interior locations now only yields 1 unit of resource Using /destroystructure on a camp will no longer leave the no-build active area behind Shipwright: Fixed a few schematics Smuggler: Mission terminals now have a slice radial menu option Swordsman: Fixed damage multiplier on Two Handed Area 3 attack Tailor: Fixed ingredients for Droidsmith's Toolkit Fixed the grand ball gown so it will craft with sockets Teras Kasi Artist: Increased the duration of the dizzy effect from the unarmed dizzy 1 attack Pets - The following is the current state of pets: A non-Creature Handler can have two creature pets stored in their datapad and can have one non-aggressive pet active (max CL 10) at a time A Creature Handler can store and control creature pets according to their current skill mods A player can have up to five droids stored in their datapad and one active at a time A player can have up to three faction pets stored and three active at a time It should be impossible to trade a pet to someone who cannot control it (or if they are at their max number stored) Pets can be called/stored in public buildings or outdoors Droids require power to operate and can be recharged with droid batteries or power droids Pets can be trained commands The following commands are currently functional: follow, stay, store, follow other, group, recharge other (power droid only), trick1, trick2, transfer, attack (pets can only attack players for now) Pets can be named /tellpet is functional Tamed babies will grow over time Pet growth can be arrested if it will grow too large to be trained as a mount Eligible pets can be trained as a mount /gallop and /gallopstop are functional Mounts will slow down when in combat (unless galloping) Basic attacks can be done while mounted and not galloping (though a mount cannot attack while it has a rider) Pets can be fed and will be buffed by pet restricted buff food /emboldenpets and /enragepets are functional Certain emotes when used with your pet as a target will elicit a reaction Creature and droid pets will lose vitality upon death (Faction pets die permanently) Pet owners have an "incapacitation recovery" radial menu option to revive incapacitated pets Player You can now equip 2 rings (and anything else that should have more than one possible slot) When boarding a shuttle, any active pets or vehicles will be stored The following wearable skill mods are now disabled: medicine use, combat medicine use, additional pets, stored pets, creature taming bonus, combat medic effectiveness Added a potential fix for certain characters' filling not reducing. If you have a character in this state, please log it on, wait 1/2 an hour, and let us know if your filling went down A player is now limited to 3 vehicles stored in their datapad at once A player must now be close to a shuttle to board it /findfriend now only requires that you be the target's friend You should no longer be able to overload your inventory when retrieving filled containers from a vendor/bazaar You can no longer /addignore yourself Ignoring a player will now block duel requests, trade requests, group invitations, planet chat, and auction chat from the ignored player It should no longer be possible to trade no-trade items by putting them inside a container and trading the container Shuttle ticket prices should now always display properly Guild/Group Guild halls no longer need to be redeeded to recreate a guild (not retroactive) Guild leaders can no longer be kicked from or leave a guild (temporary until guild elections are implemented) Misc Added the following race tracks: Agrilat Swamp, Keren City, Mos Espa, Narmle Memorial Rally, Lok Marathon, and Nashal River Race Added galaxy-wide auction chat channel (/auction or /auctionsay) /planet will now send chat to planet chat channel /movefurniture and /rotatefurniture no longer work on players or pets Many admin commands have been implemented/improved to better allow QA/CS personnel to enforce rules and diagnose problems Added 100 million credit limit to housing maintenance and city treasuries Fixed issue causing pholokite extrusive ore to only ever spawn on Lok Using /waypoint will create a waypoint at the location of your target if no location is specified When logging in you now should only see friend's list messages for online friends Friend's list offline messages should no longer be sent each time a player is loaded from the database Staff characters will now have their tag displayed when chatting in any channel or via tells instead of just in spatial
*A special thanks to Ivojedi for putting the list together
Sziasztok! Mi hír mostanság a játékról? Voltam a weblapján, de nem vettem észre semmi újítást... Hátha ti igen :D
Üdv, szeretném a segítségeteket kérni. Pár hete megcsináltam a warren elsõ részét, de a másodiknak elakadtam az elején és hagytam is. Szeretném most végig csinalni a másodikat (Imperial worker), de nem emlékszem hol ért véget az elsõ hol kezdõdik a második. Tudna valaki segíteni vagy adni egy leírást? Köszi