Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-15-04)
Currently, an FSCS means you have a second character slot on your chosen server. This means you can use the non-FS character to do various things, such as earning credits, performing trades, and hunting Krayts. If the system is changed such that there is no FSCS, this may mean you will only have one character slot on that server, and such activities will be closed to you. Unless you shell out for a second account.
Now, I'm not going to argue whether being able to do those things is good or bad, because it's not relevant to the point I wish to make. Which I will make now, before I ramble more. Current Jedi, for the price of one account, have two slots on their server. Future Jedi, for the price of one account, have one slot on their server. This puts future Jedi at a major disadvantage.
The wrong solution to this is to delete existing characters, for obvious reasons. Another wrong solution is to shrug and say player turnover will eventually eliminate the problem, because it won't. Most dual slot accounts will last until the game servers go down for the last time, leaving a permanent massive inequity.
Thus, there are two options left. The first is to have the new FS system remain an unlock system, opening your FSCS as the current does, though with new criteria. I do not like this, and it sounds like this is not what the dev team have in mind. The second and final option is to have the achievement of Force Sensitivity open a new character slot -- but the newly opened slot is a NON-FS slot. In other words, your first character becomes your FSC, thus occupying your hidden FSCS, and you are free to create a new character on that server.
A summary of future options:
- Delete existing characters to ensure global single character per server constraints
- Place your head in the sand and allow a major imbalance to occur
- Meeting a given criteria opens a new, force sensitive slot, aka, current system
- Meeting a given criteria converts your already open slot into an FSCS
Last Week's Discussion Thread:
http://forums.station.sony.com/swg/board/message?board.id=in_concept&message.id=6352
Welcome to the weekly In-Concept Open Discussion thread.
For the In-Concept threads you see in this forum, please stay on topic in the specific threads so we can get focused feedback; consider them "Focus Threads". If you have general questions about the process, new concepts or other types of comments, pleasepost themin this thread.
Warp1001 wrote:
TH... Our BH correspondant is on Vacation and we would like some feedback on this thread.
http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=158302
We were all hoping that Tanks would of had some answers by now. The thread is in regards to broken missions since publish 6. Mostly in the form of invisible marks or no spawning marks.
We would appreciate it if you could find out for us anything regarding what's steps have been taken to fix this.
Please stop by and let us know what's going on.
Will do.
We need a better group system for entertainers...
If the leader leaves or goes afk for the night and noone else gets leader... we need to be able to throw a mutiny ![]()
TH I think one of the simple obvious features of past SOE games was left out of SWG. How about a Chat Filter, so we can filter out other's combat spam and only see our damage or what is attacking us. I find it very hard to keep track of especially in large groups.
Also, can you confirm that Group Notify and other Group Commands are coming back? Why did you take them out in the first place?
!) Searchable missions on terminals, either by value, direction, or critter. Why the incessant clicking?? People know what missions they want, let them get it quick. It might help clear some of the lag at Coronet too.
2) Mission lairs and/or mission thieves. Make it so that for a certain time after accepting the mission you only get lair XP if you are either the mission taker or grouped with him. I am sick and tired of my missions being taken by 'XP farmers'. And before you flame me with 'well just go get another'.... why should i spend my game time running to and from mission terminals (see No.1) ?? Okayi get the mission cash but cash is not what I want.
1) Thanks for getting Carbineer specials fixed.
2) With all of the new dungeons I have noticed that there are no carbine weapons or schematics. In addition, we have the smallest range of weapon types Acid, Heat, and Energy (Which alot of MOBS have high resists to). Why?
3) What utillity are in the works (we know about the entertainer's droid, what else is there?)