Architect Archive

Thread: Next question

NarCranor
Mon May 10, 2004 11:12 am
#27

I still firmly believe we need to ask the devs for their plans regarding making us NPC faction handlers or devoting our profession entirely to leading players. Having a definitive answer to this question is important to know NOW, so that we can plan for our revamp accordingly. Just make sure you phrase it in a way that conveys the importance of the issue and the rift it has caused on our concept thread and our boards, and make sure we get a definitive yes or no on the issue.

This is the most important issue facing us right now, IMO. I care about this way more than I care about how rally works or what volly fire's failure rate is.

For the record, im in the anti-NPC handling camp. We lead players. NPCs arent worth the skillpoints.



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Darth_Sushi
Mon May 10, 2004 1:16 pm
#28






NarCranor wrote:
I still firmly believe we need to ask the devs for their plans regarding making us NPC faction handlers or devoting our profession entirely to leading players. Having a definitive answer to this question is important to know NOW, so that we can plan for our revamp accordingly. Just make sure you phrase it in a way that conveys the importance of the issue and the rift it has caused on our concept thread and our boards, and make sure we get a definitive yes or no on the issue.

This is the most important issue facing us right now, IMO. I care about this way more than I care about how rally works or what volly fire's failure rate is.

For the record, im in the anti-NPC handling camp. We lead players. NPCs arent worth the skillpoints.





Why is this (the NPC/Player debate) always put forth in a context of either/or? Is there seriously no room for compromise on this topic? I don't necessarily want to become a "faction NPC" version of the Creature Handler either, but how does enhancing our NPC recruitment options make it so we can't also lead players with (the same/similar/different - whatever) bonuses? Please enlighten me.







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Yeraze
Mon May 10, 2004 4:27 pm
#29


Rikilii wrote:
that the vast majority of SLs don't want it, and that, in the end, it's just too many cookies.



Egads, I think he's got it...



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InquisitorPayne
Mon May 10, 2004 5:42 pm
#30






Yeraze wrote:




Rikilii wrote:
that the vast majority of SLs don't want it, and that, in the end, it's just too many cookies.





Egads, I think he's got it...




Maybe you are right.


But i doubt it. He is just repeating phrases. I still think he didnt grasp the concept.


Dogg






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Rikilii
Mon May 10, 2004 6:25 pm
#31






InquisitorPayne wrote:





Yeraze wrote:




Rikilii wrote:
they just revert back to flinging dimwitted insults, crapping all over the whole NPC concept, claiming that the vast majority of SLs don't want it, and that, in the end, it's just too many cookies.





Egads, I think he's got it...




Maybe you are right.


But i doubt it. He is just repeating phrases. I still think he didnt grasp the concept.


Dogg






Oh yes, I get your "concept", however wrong it may be.




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LiakyK
Mon May 10, 2004 8:23 pm
#32

Why not just have a thread voting yes or no to NPC Support and find out that way. Better then you two looking like idiots arguing with each other.



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NarCranor
Tue May 11, 2004 1:38 am
#33

well, the immediate argument just further shows that this IS something that needs to be addressed. And make no mistake, it IS an either/or situation. In order to have NPC handling on par with the creature handler, itll require two trees for balance purposes. That would be two trees we cant use for skills and bonuses for leading player groups. This is a pretty simple thing to understand. I can understand the desire for the NPCs, and how it can make PVE a bit easier if you are playing solo, however I do not think we need to waste ANY skill boxes on it for a few reasons.

1.) the NPCs themselves are not particularly useful in terms of combat power or durability.

2.) if you group with 2 other live players, they can call their pets and turn them over to you, giving you control over 3 faction pets, negating the "it would help fill out my small group of people" argument.

3.) It would provide no real discernable game play difference from creature handler beyond a change in graphics.

4.) When this game launched the creature handler was the dominant profession because it was the most powerful, however the spam associated with the CH was incredibly annoying, along with the increased lag in areas where multiple pets were out. The overuse of pets was somewhat diminishing to other player's experience in game, and SWG seems to have moved AWAY from a focus on NPC handling, and adding NPC handler content to SL seems as though itd be a step backwards for them.

5.) A live player is almost ALWAYS a more powerful combat addition to the group than any of the NPC troops, so taking up trees on NPCs would only serve to water down our profession. anyone with a ranged or melee 4 skill should be at least equal in power to any NPC trooper currently available, depending on what weapon they are carrying. This is an MMORPG. It is a SOCIAL game. This profession in particular is a social profession. SLs should be people leading PAs, hunting parties, PVP groups, PVE groups, and dungeon groups. It shouldnt be people running around with 3 NPCs to make it easier to grind out rifleman.

Overall, I just really feel that it is an important question to pose to the devs, to see how aware they are of the debate, and what side they are leaning toward. Id really prefer an answer to this sooner rather than later, as seeing it when the revamp goes to test center is a bit late to make major major changes



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-Myrick-
Fri May 14, 2004 8:02 am
#34

Maybe a question about /BoostMorale



It seems like it would have made more sense to average damage over the group similar to a zabrak's equilibrium. But would probably be too powerful, but the balancing of wounds doesn't make much sense either.





Myrick

Stargzrrag
Wed May 26, 2004 9:08 pm
#35

I do not want to detract from the ongoing effort to get a more detailed responce to our last question, but we should start thinking about the next question to pose.


I am HOPING we can just form a list issues here and discuss the different issues in threads dedicated to them...


Some of the things I remember being brought up here (and elsewhere) are:


Factory Decay


Structure Decay notification system


OMU's still don't stack


Uniform crate sizes for all components


The role of an Architect in the GCW (factional structures and the like)


Making some of our creations actually function (droid detection device, misc terminals)


New schematics for furniture(many furniture items exist in game that we cannot make, frustrating to those of us who focus on the furniture side of our craft)


New structures


Harvesters for wierd resorces ? like crustations


Ranged harvester management


Color palettes for furniture.


I know there are more, feel free to add to the list.





~Agrin Pi'Nel~
Dvnce
Thu May 27, 2004 10:36 am
#36

I was kinda thinking ...


Are we Not suppose to be able to Exp on Fusion and Solar Generators? If so When will this be fixed?



Or something to that effect...






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Pawlin
Thu May 27, 2004 10:44 am
#37

I think good ones are:


Asking about experimentation on fusions / solars.


Asking about experimentation on factories.


Either of those would be good.



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Bandola
Thu May 27, 2004 11:31 am
#38

I would rather ask if we can expect meaningful experimentation across the board, right now the only exp that works is 1st line on harvs, everything else is hopeless. So when will the rest of our products beworth experimenting ?




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Cafa
Fri May 28, 2004 12:45 am
#39

If you're keeping track I would vote for:


1- factory efficiency experimentation


2- OMUs stacking


3- New PR assistant with communications skill for the playbase.


Fivo Asia





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