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Board index » Global Agenda - Official Forums » Global Agenda - General Public Forums » Global Agenda - Announcements and Information » Patch Notes

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Patch Notes: October 8, 2010



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 Patch Notes: October 8, 2010 
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DryEagle
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Joined: Tue Apr 20, 2010 5:26 am
Posts: 808
Steam Gamer Name: DryEagle
Post Re: Patch Notes: October 8, 2010
jaradrabbit wrote:
Ashimmu wrote:
an easier solution would be to make ore not be tradable between agencies. that way it doesnt need to have unique names because you can't move it out anyway.


Not a solution. One person can grab it and make the sacrifice of switching agencies. Then it isn't a trade. Believe me, I did the full impact analysis on this, there are too many loopholes if they don't tatoo it to the agency.

when i said 'not tradable' i meant have it locked to agency so that it can't be removed. building stuff should take ore directly from agency inventory ie people shouldn't be able to move it out into personal inventories and whatnot.
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Mon Oct 11, 2010 8:57 am
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Andur
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Joined: Tue May 05, 2009 7:35 pm
Posts: 5836
Location: Spain
Post Re: Patch Notes: October 8, 2010
Remembering/noting down the exact amount of materials you have to remove from agency inventory before producing anything is a chore.

The "minigame" when configuring shields is LOL too. You have 500 milliseconds to set shields or it won't work.


Mon Oct 11, 2010 9:21 am
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Randmer
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Joined: Fri Nov 21, 2008 8:12 pm
Posts: 1895
Location: Moscow, Russia
Steam Gamer Name: Plukh
Post Re: Patch Notes: October 8, 2010
EpicBroccoli wrote:
If you have more than 5 level 30's in a raid, it's usually a loss. :?


Too true :-(.
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A more fun Defense Raid proposal
Replace Perfect Target with Reverse Fission Bomb


Mon Oct 11, 2010 10:30 am
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dual
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Joined: Fri Feb 26, 2010 8:07 pm
Posts: 6354
Steam Gamer Name: EpicBroccoli
Post Re: Patch Notes: October 8, 2010
By level 30's I mean 30~39, if I saw 5 level 30s exactly, I'd rage quit
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Mon Oct 11, 2010 12:20 pm
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jaradrabbit
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Joined: Sat Feb 06, 2010 10:35 am
Posts: 1837
Post Re: Patch Notes: October 8, 2010
Ashimmu wrote:
when i said 'not tradable' i meant have it locked to agency so that it can't be removed. building stuff should take ore directly from agency inventory ie people shouldn't be able to move it out into personal inventories and whatnot.


...or instead of changing the way the entire system works, getting it to pull from Agency inventory, just tag it for single Agency use like I said in the first place. :P
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HiRezDuke wrote:
I've forwarded this extremely important issue to every person on the team... A fix is being implemented quickly to eliminate this gruesome travesty of a nightmare.


Mon Oct 11, 2010 1:07 pm
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