Smugglers:
One of the real shockers to me was the bold statement that "there will be no smuggler revamp as such". This is SO contradictory to everything we've been hearing just days or weeks ago. Instead they talked about a new slicing system that was in testing, and some form of balance adjustments to spices. Aside from that, smugglers could expect changes to their class like everyone else, a little at a time, spread out over a lot of releases. When asked why they had changed their minds on this stuff, they used smuggler's new post-cu combat prowess to justify this change.
Art's Take: bad bad bad. My jaw is still on the floor over this. I can't help wonder what the REAL scoup on this is, because I sure didn't feel like we were getting the real story here. I gotta believe we're missing some vital part of the story here.
Rangers/SL's:
A lot of questions about these two. Basically most questions were answered with "we know they are not very fun to play and something needs to be done, we just need the time to do it".
One thing that was requested was that squad leaders be able to command larger groups. They seemed pretty strongly against this idea, saying that they had specific balance-reasons for making the groups 8, and 8 they will stay for ever and ever (amen).
Art's Take: Dunno what the deal is here, kinda like crafters, it may just be because the particular devs there really had no clue about these, or they were being purposely evasive, or it may be that like smuggler their revamps are being re-examined. People are free to come to whatever conclusions they want to here, but there sure was no information to be had at fanfest.
Melee Combat:
This was part of the creature handler session (no idea why) which is the only reason I had any interest in it. The issue of not being able to tank came up. The devs take on this is basically that people are not using it well. They gave this example, which is an indication of the sort of combat they expect:
high damage guy hits a mob with a powerful shot
mob rushes the high damage guy
crowd control guy knocks down the mob
tank guy then moves in and taunts the creature, drawing aggro on himself, and absorbs a lot less damage then the others would do to "center of being" etc.
The devs also stated very clearly that they want to de-emphasize melee combat in the game because it was not something seen in the movies.
There were other issues brought forward, but I didn't pay as close attention since I've never played a melee toon before and it really isn't an interest of mine (sorry). Hopefully someone else will report on this better.
Art's Take:
To me Tactical combat = good, deterministic combat = bad.
I brought this up, suggested that combat might be more fun if it had more random elements in it, butthe devs think deterministic combat = good. /shrug to me it just seems like this dumbs down combat. It seems to me that a few players could come up with an unbeatable "I win" button for PVE where you simply chain a few special attacks in a coordinated way and then you couldn't possibly lose or perhaps even be damaged. oh well, time to start looking for such chains of specials I guess.
Guilds/Player Cities
The devs stated that they were fixing the annoying guild problems that have sprung up recently. They also said that they were working on the tax problem. They also said that they were going to be doing somewhat of a revamp of guild functionality including a bunch of new fancy UI elements. They stated that they have hired a PHD in UI design to work on this problem. They also talked about the concept of a "guild bank" which was a way that guild mates could share things (resources, goods, etc.).
There were a lot of questions about structures owned by players who had quit. The devs assured us that a cleanup of such things was coming soon. Their solution to this problem is reportedly as follows: They will removing such structures from the map, rolling them up, and placing them in players bank vaults (even if it makes the vault overflow). So in other words, if you own a house full to the brim or items, and you have quit the game, carelessly leaving your house out there taking up space, the house and all its contents will be removed from the map and appear in that players bank vault. They also mentioned that such a solution will make it possible for people to "roll up" their existing houses in a similar way, for the purpose of moving them for example.
There were lots of questions about "can you add this? can you add that?" to player cities. Two of the requests were spynet operatives and some type of ability to land and take off spaceships from a player city. For these requests, we got this answer: They want to encourage players to congregate in NPC cities, which enables people to find other people for goods, services, and just socializing. Therefore they do not want to remove reasons for people to visit NPC cities. In fact they want to do just the opposite. But on the other hand they'd like to find alternate things to add to player cities to make them fun places to be as well.
Art's Take:
it actually sounded like there was quite a bit of work at least planned for this area. Again this is not an area of expertice for me, so I'm not reporting all the gory details (ask Pappi and Rothin) but what I heard certainly sounded good to me.
Last Tidbits:
I had fun there overall. Some good, some bad. To me there seemed to be smaller attendence there, and somewhat of a lessfestive mood overall. The devs in general seemed a bit more reserved and less forthcoming with answers to questions then in the prior year. Still, that said, there is plenty of good things revealed there and I'm glad that I went.
The best thing was definitely meeting people that I'd only known online prior to the event. To those people I say /salute and let's keep in touch. I definitely enjoyed meeting ya.
Message Edited by ArthurDentOnBria on 06-06-2005 09:51 AM
ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%