Development Cycle Archive

Thread: In-Concept Open Discussion

joehanner
Thu Jan 22, 2004 1:50 am
#118

You know, my biggest thing with "In Concept" Feedback is no one has any idea of the structure of the game mechanics right now. Sure somethings are pretty easy to figure out with the mechanics, the higher your weapon accuracy the more you hit.


What I would really, really, like to see is an old style "Player's Handbook" for this game. Nothing explains the mechanics. I have seen guess's, theorys, stab's in the dark, etc... on the game mechanics, but I cannot find two post's from a DEV on how stuff works. The only ONE post I found, which might I say I am quite gratefull for, is the one I beleive TH posted on the cap's for Skill Tapes.


Can a DEV, or someone in that position, post HOW the all of the modifiers work, what they are "rolled" against, etc. If I were to take a wild stab, I would say that everything is based off a *ahem* D100 roll, but once again I am just guessing.


The main point here is we cannot post something that will actually help without knowing what "balances". A Great example of this is what is going on in the DE forum. Some background information on how stuff works would be great.


That is my 2 cents on the subject, I really hope someone pays attention because this is about the 5th time I have posted this request over various threads...




Talfin Bladesman
Yec
Thu Jan 22, 2004 1:55 am
#119

TH,


I heard you mention that there was going to be changes to the ability to move objects in houses, specifically the ability to move objects up and down as well as forward and back. I assume the command will look something like:


/move (forward|back|up|down) [distance]


I wanted to ask for you guys to consider the ability to rotate objects in all three planes instead of just the XY plane that objects can be rotated in now. The command currently is:


/rotate (left|right) [degrees]


I wanted to suggest that it change to something like:


/rotate (left|right) [XY|XZ|YZ] [degrees]


The XY plane would be the plane formed by the horizontal lines running East-West and North-South.

The XZ plane would be the plane formed by the horizontal line running East-West and the vertical line.


The YZ plane would be the plane formed by the horizontal line running North-South and the vertical line.


Changing the command to the new format would:

(1) Preserve the original command's format so as not to impact any player macros, etc (the XY plane would be default).

(2) Would allow players much more flexibility in decorating their houses. Backpacks could be layed on the floor in a much more natural manner, gun racks could be arranged vertically or horizontally, medicines could be layed out on tables in a natural fashion, a tipped over and askew jar could be next to one stood upright... Players could get really creative. Decorations would get more diverse, and the ability to make a more realistic setup would be possible.


The only argument I can think of against this idea is that it would open the door to some really surreal house decoration as well as the naturalistic decoration. I believe this is not an issue: right now backpacks can float in midair anyway, and with the addition of the move up/down command, anyone who really wants to levitate anything in their house will do so anyway.


So what do ya say?



_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

Lady_Outlaw
Thu Jan 22, 2004 1:58 am
#120

I am just tickled pink that I was quoted by a Dev but just totally astonished that the point I was making is without a doubt - missed.



We are not Combat. If I live with that statement - I have really no comprehension as to how Scouts/Rangers made the cut, You can master both by grouping and never firing a pistol, carbine, rifle or any other weapon.



We are not entertainers. People stopped laughing at my jokes long ago since I still get less than 20% slices



We aren't artisans or crafters. We don't get to experiment on anything and even if we did - it's one line - spices that is even remotely connected to crafting. I can't make my own AUK's or WUK's (and don't want to) and I don't even make my own laser knifes of mlecular clamps anymore. Since I'm not a crafter I don't have a factory and prefer my stuff in crates. So I buy them from crafters who are also smugglers (note: they are CRAFTERS).



Which leads me to..... well logically let's look at how we get to Smuggler. I must start out as a Marksman (hmmmm - sounds like combat) and also train as a Brawler (hmmmm - more combat). Then after reaching unarmed 4 by killing 1000's of things with my bare hands (is that combat?) and reaching Pistol 4 by shooting 1000's of things with my pistol (dang combat keeps coming up) I may then choose to go to Novice Smuggler - ohhhh - but only after killing 100's of more things with - you got it - a pistol. You know, if it wasn't for all the combat I had to do I might have been an artisan.



OK - here's a scoop - I get asked to group far more with my Rogue tag up than I do as a Master Creature Handler anymore - since the pet neutering of a month ago. If you ask almost any smuggler - as you can see by reading all of the comments here - we are outraged not to be considered a Hybrid combat class. If we aren't that - you are going to have 1000's of very unhappy smugglers since we love our combat support roles.



We do not understand.



Please have some Developer enlighten us.



If you are going to take away our combat skills, please let me know now so I can go to work on BH (like the game needs another one of those). I like playing hybrid classes - it is so much more rewarding to be able to fight and slice and speak every language in the galaxy (oops - everyone can - ignore that) and if you go to the Smuggler Boards you will see we are a true Botherhood/sisterhood and one of the few this game has.



Don't destroy us.



Give us some direction - as of this moment - you have taken all direction away from us and we are spinning in circles. Soon we will get dizzy - fall down - and die. I know you don't want that burden on your sole.





Mayet Edjo, "Truth is the protector"

"We are smuggling, you just can't see it - that's why they call it SMUGGLING!"

Ex Master CH, Master Smuggler/Riflewoman (nowhere close to master yet) - praying every night to the Zabrak gods that they fix my smuggler profession.
WolfwoodCross
Thu Jan 22, 2004 2:11 am
#121

First, I would like define the term "Role-Playing Game," and what it means to me. To me, almost every video game on the market today is a Role-Playing Game. This is because in most current Video Games a player assumes the "Role" of a Character. A roleplaying game does not necessarily need to be defined by Statistics and number crunching combat. I believe Star Wars Galaxies deserves the PVP combat and gameplay style of a game akin to SOCOM, or even Lucasarts own upcoming Star Wars-Battlegrounds. That being said, I would also like to say there is no reason NOT to have stats and experience points and traditional video game RPG elements. I'm just trying to say it is not required, and a good development team should have that in mind. And now, on to my ideas for SWG. I apologize in advance if any sound like delusions of grandeur.



Overall Gameplay and Combat


As stated above, the gameplay style of SWG should be switched over from a RPG style turn-based approach, and given a faster-paced action game feel. This would allow success in combat to be the outcome of a players skill more so than just numbers vs. numbers combat. The game should play alot like a 3rd person action game seen on many console platforms. Squaresoft's "Kingdom Hearts" comes to mind as an applicable example of the gameplay style I am trying to get across.

A player should never have instant access to every single ability he has. Though realistic, it is an exceedingly unbalancing form of gameplay, unless every single ability is balanced in such a way so that it works out fine. It is much easier, a little more strategic, and creates player creativity when a player is limited to what abilities he can use. A player should have only up to 8-10 abilities macro'd at any given time. A player can use any ability they have learned, regardless of profession, as long as the requirements to use the ability have been met.

Also, in regards to the passive abilities of Professions, players should also be limited to which they can use. Once again, a player can set a specific number of passive abilities they have previously learned.

The HAM bar should also be changed, though only in it's usage. The stats should stay and work just the way they do now, however, only the Health Bar should ever count towards incapacitation. The Action and Mind bars should be used as Magic Points are used in a Fantasy type game. Your Action pool will only ever decrease when you use a Phyically challenging ability, and Mind should only ever decrease when you use any mentally challenging ability. Also, Wounds and Battle Fatigue should be done away with. It is realistic, but it forces players out of combat when combat should be the whole point of SWG.

Due to the HAM bar change, weapons would lose their HAM bar costs. The abilities themselves will now have specific costs, regardless of the weapon being wielded.

For an example of a basic control setup, all combat archtypes will have a simple Attack, which can either be chained for quick combos or charged for a harder hit (unless otherwise specified), a Defensive ability (dodge for Marksman, Parry/Counter for Brawler, and Force Shield/Lightsaber deflection for Jedi [see below]), and the Burst Run ability, which will drain your Action Bar the longer you hold it down/run for. Every player also has the ability to lock onto/Auto-face a target, once again unless otherwise specified.



The Galactic Civil War, Battlefields, and PVP combat

I will admit this idea is strongly inspired by FFXI's Mission based Storyline. Star Wars Galaxies should also have a storyline. This storyline should strongly follow the story of the Star Wars Trilogy, as well as Shadows of the Empire, and, perhaps, some of the novels revolving around the fledgling New Republic, and it's role reversal with the Empire. The storyline would unfold through players completing specific missions on behalf of their Faction. The story would also unfold for players only so fast and so much as they participate in it. They should start as far back as ANH, right after the destruction of Alderaan, and continue through the end of ESB. Future expansions can do missions in the order of Shadows of the Empire, then RotJ, then any following history they might want to add. As players complete missions, their rank within their faction will rise, allowing them special perks. This will help add a true feel of interaction and importance within not only the GCW, but in the history of the Star Wars Trilogy as well.

Battlefields can be incorporated into this as well. Players may have to converge on battlefields to take part in PVE/PVP combat in order to complete a specific Mission. These would be akin to classic "Boss" Battles. After a player is successful on a Battlefield, that Battlefield is now "Unlocked," and the player can then return to participate in PVE/PVP combat. Player can earn points for kills while on a battlefield that can be turned into their faction for powerful and rare non-tradeable items.
The new action oriented gameplay of SWG will give rise to a new aspect of it's gameplay - PVP as XP combat. Players looking for XP must be flagged by a Factional NPC for PVP combat. This flag will last only until a Player chooses to shut it off, or until they are "killed." They cannot, however, turn it off while in the middle PVP combat. Players can earncombat XPanywhere in the galaxy, though the best places would have to be the Battlefields. This will add another important factor to the battlefields, as well as importance for participating in the story driven GCW. While in PVP combat, any player can be incapped three times. There is no Deathblow ability. After 60 seconds, unless a player who can revives the incapped player, the player will get back up and have a brief moment of invulnerability. After that passes they can then start fighting again. Once they have been incapped three times, they will be sent back to their cloning point with their PVP flag off. However if they are on the Battlefield, they will be sent back to the nearest Battlefield entrance, also with their PVP flag off. There is no item decay on death, nor any other punishment. A player can only gain XP when he wins combat, so losing is bad enough as it is. It also is a blow to ones ego, which one should take into consideration.


Players can also earn another form of combat XP - Mounted XP. This will come from players winning PVP battles while riding landspeeders and Speederbikes/Swoopbikes. As players earn Mounted XP they can learn different maneuvers to use while riding and fighting on a Speeder.


This idea can also be incorporated into the Space expansion, where players would earn Space Combat XP. They to could then learn maneuvers and abilities for their fighters, and also be flagged for different ships and weapons.



Factions

SWG shouldimplement a third faction, the Black Sun. Though never overtly seen throughout the films, the criminal syndicate is there. Having a third faction would help balance servers that are either too many Rebels or too many Imperials. The Imperials will always be at war with the Rebels and the Black Sun, Rebels vs. Imps and Black Sun, and Black Sun vs. Rebels and Imps.

From a Role-Playing vantage point, the Black Sun wants the war to continue, for if it does they can rake in millions of credits through illegal arms smuggling and the ilk. So if they are at the top on a server, it means they are basically playing the Rebels and Imperials like puppets for their own gain. They don't want the order of the Empire, nor the law of a newly formed Republic, but will certainly seek to exploit both.
Players should also choose their Factions at the point of character creation, and only after many trials will they be able to switch to another faction if they so choose. Faction Points should remain, and should be awarded to players for finishing missions from your Faction as well as killing any players of an opposing faction.


Professions

The game should focus more on self-sufficiency in PVP combat on a one for one basis, with an emphasis on a players skill being the over-riding factor of such things as "God" templates. Grouping should come from a need for survivability in a PVP world. SWG's gameplay should not be handled like a traditional MMORPG, i.e. Tank, Support, Healer, Nuker.

For my idea, aplayer must choose a Primary Archtype, and a Secondary Archtype. A player can then only learn the Professions of these two archtypes, the third will be alien to them. Professions from the Secondary Archtype will never be as powerful as the Primary, but will supplement nicely.

Because of the limit on macroable Abilities and Passive abilities, the 250 point system can be diregarded.

The same system of purchasing abilities from the skill tree will remain, only now a player can learn everything available to them. A player is also never to be considered to be any one specific Profession. They can however choose one of many titles awarded to them, like the current system.

At the character creation screen, after a character is created, a player has only 3 choices for Professions. These Professions will act as the archtypes for the professions and skills they can learn. These three would be Brawler (Melee Archtype), Marksman (Ranged Combat Archtype), and Scout (Support Archtype).

--The Melee Archtype

The archtype of warriors and frontline fighters throughout the galaxy. These sturdy professionals are meant to get in close and get the job done. Their abilities rely heavily on the Action Bar.

-Brawler - learns the basic modes of fighting hand to hand and with Melee weapons.
-Knifemaster - Skilled in the realm of knives and daggers for combat use. Has high speed but low damage. Can also dual wield for greater effect.
-Swordsman - Skilled in the realm of 1 and 2 handed swords. Have a medium speed of attack and medium attack damage.
-Pikeman - Skilled with various forms of polearms, staves, scythes, etc. Has a slow rate of attack but high damage output,and can swing their weapons to hit multiple enemies at once for less damage.
-Teras Kasi - learned in the killing arts of Hand to hand combat. Uses the body itself as a weapon. Has a fast hit rate, and medium damage

--The Ranged Archtype

Attacking from a distance, they rely less on physical prowess and more on distance. As such, they are not as strong or sturdy as a melee combatant. Depending on the ability used, they will use either the Action Bar or the Mind Bar.

-Marksman - learned in various ranged weapons combat.

-Pistoleer - learned in short range blaster combat. Fast hit rate but low damage. Can dual wield pistols for greater effect.
-Carbineer - Skilled in medium range firearms. Medium hit rate, Medium damage. Can burst shot multiple players at once for less damage, or precision shoot a single player for more damage.
-Rifleman - Snipers and Assassins of the game. Deal great damage from a distance, but can be easily defeated if discovered and put into short range combat. Also has a slow rate of fire.
-Commando - master of the heavier ranged weapons of the game. Has a slow rate of fire, can deal medium to high damage to a group of players, but must get into short range to do so.

--The Support Archtype

Not versed in the realm of combat, but designed more to supplement the combat archtypes. If chosen as a Primary Archtype, the character will see very little frontline combat. Relies heavily on the Mind Bar.

-Scout - learned in the ways of the wilderness, can track animals and forage, as well as heal the minds and bodies of Comrades.
-Slicer - A sneaky thief who can steal from enemies, slice weapons and computer terminals for personal gain, and can create various forms of narcotics for use as buffs.
-Entertainer - skilled in the arts of song and dance, Entertainers help replenish the Mind stat bar as well as improve the overall combat ability of a party.
-Medic - a master of the healing arts. Uses various medical techniques, as well as medicines made through Bio-Engineering to help heal the mortal wounds of comrades.
-Creature Handler - trainer of animals and aliens from throughout the Galaxy. Uses different animals for different purposes - tracking, foraging, as mountable steeds, and combat. Creatures can not excede certain sizes when in captivity, and cannot be sold to other players.


Bounty Hunting

Should not be handled as a profession, but instead as an aspect of the PVP gameplay of SWG. As players participate in the Galactic Civil War, they begin to earn more recognition from all sides of the battle. Eventually, if a players accumulates enough hate from an opposing side, the game will place a bounty on that characters head. Any player can then accept a mssion to attempt to retrieve the bounty, and if successful, will be rewarded the Credits earned for the kill. Only people who accept the Bounty mission can PK the Bountyhead. If a player can go long periods without being PKed for a Bounty, and they "lay low" from the GCW, the bounty will begin to lower and eventually disperse. The timing on the Bounty is only active when a player is Online, so a player can't just sign off and wait for the bounty to disperse.



Jedi


Like the movie says, "You must unlearn what you have learned." Taking this to heart, and throwing out the idea of Holocrons, any player can become either a Jedi or Dark Jedi by completing a series of quests. When completed, you will not unlock a "Force Sensitive" slot. Your current character will be flagged to become a Jedi/Dark Jedi. However, to finally do so, your character will"unlearn" all of his Secondary Archtype abilities, and his Primary Archtype will become Secondary, and as such, will lose any abilities that are to strong to be considered Secondary. This huge sacrifice will be the determining factor on who has the heart to become a Jedi, and who wishes to remain as they are. Also, Jedi should not be overpowerful. They should be balanced with the rest of the professions. The same rules for death, as stated above, will apply to Jedi, so no perma-death nor Blue glowies. There will be no need since they will be balanced.



Parties and Grouping

Players should be able to form Units of up to 6 players, and then form Raids up to 36 players. The current high number of players to form a single party makes it daunting to try and find a small group of players to group with. Think about it this way - With the exception of Obi Wan, the Millenium Falcon had a Unit of 6 - Han, Luke, Leia, Chewie, Artoo, and Threepio. They could then join up with the Rebel Alliance for a Raid. But they were still effective on their own.



Squad Leadership

Should not be handled as a profession; any player should be able to earn leadership XP, as long as they are the leader of a Unit or Raid. As a player's group wins more group vs. group PVP combats he earns more Leadership XP, which will grant him different group related abilities. This would also give players incentive to go out and form groups, since you have to be leader of a successful group to earn Leadership XP.


Tradeskills and the Economy

Tradeskills should be held seperate fromProfessions as Skills, and have an independent rate of growth from them, meaning a character doesn't have to "be" the Tradeskill Profession to earn XP for it.
Also, by making Tradeskills into skills, and not professions, you open the door for more players to become interested in Tradeskilling. This will help break any monopolies held by Tradeskill Only classes. Another good way to promote Tradeskilling is to limit a players Inventory capabilities. If a player cannot horde every item, then they will be forced to sell, drop, or Tradeskill with the item to make room in their inventory.

Merchants being able to own their own shops is a great idea, but it is an unbalancing one. The Bazaar system was one of my favorite systems implemented in an MMORPG, but it hastoo much competition from player owned shops. Therefore SWG should simply choose one or the other, though the Bazaar system is the better, more user friendly candidate.
Every player should start with the jack of all trades Artisan Tradeskill. As a player gains tradeskill XP they can upgrade to the more refined tradeskills.


-Architect - Specializes in the contruction of homes, buildings and furniture.
-Armorsmith - Specializes in higher quality armor for various forms of combat.
-Bio Engineer - Creates medical equipment for Medics to use, and creates feed and genetic supplements to help augment both players and Creature Handler pets for short periods of time.
-Chef - Creates many different foods with varying effects on the player.
-Droid Designer - Manufactures droids for various uses.
-Tailor - Creates various garments for formal, casual, or working occasions. Certain Professions should work better in Tailored clothing then crafted Armor.
-Weaponsmith - Creates the and upgrades many weapons for various combat, from Blasters to Swords.



Image Designer

Should be handled by in-game NPC's instead of as a Profession or Tradeskill. Credit costs from the Image Designer should be in proportion to the degree a change being made to a PC.


Pod Racing


To help balance the economy, the game can implement many credit-burning Money Sinks. For example, Players can have the ability to customize and build Pod Racers, then enter the Racer into a race for an amount of Credits. Pod Racers are only usable in Pod Races, and not for travel. Winning Players can be awarded with Points that can be spent at the Pod Race Track for valuable items that cannot be traded or sold. The Pod Races would be fun and addicting, and offer great items for players as incentive for playing. Racers can also ante Credit vs. each other so Credit earning is a possibility, but only for the best racers. Very little Credits are earned from this game, but as long as its fun players will play and spend their credits. And if they spend their credits, they will have to go tradeskill to earn some more.



Well, while leaving out some minor details, this is the bulk of my idea. I've been toying with it for a while now, and I believe this is it's fullest incarnation. If you enjoy any or all of this idea, please feel free to let me know. I can be reached in-game as Sln Harvest (that's an L in Sln) on the Bloodfin Galaxy.


Sln Harvest, Zabrak of Bloodfin


camosiris
Thu Jan 22, 2004 2:38 am
#122

Hello,


Just a question: why the artisan profession don't have ability to put more than 10 deeds like a simple player???


exemple: when a artisan build a large house (6 slots) 2 or 1 wind or solar generator (1 slot) for energy he stay just 3 or 2slots for ressources


AnmeldungStinkt
Thu Jan 22, 2004 3:13 am
#123

SECOND NON COMBAT CONCEPT SUGGESTION POST:



I dont understand why most players are only want to talk about combat.

We all are playing a MMORPG those are not dedicated to combat gameplay. If you want to be part of epic battles play ROME or STRONGHOLD if you like to be a sniper/soldier play "Counter-Strike" "Call of Duty" or any other FPS (First Person Shooter) and if you like to drive big tanks and fly around with planes Battlefield (or one of its mods) might be the right choice.

Combat is just a necessary part of the game. You dont believe me? Take a look at your games box. There are 8 little teasers to SWG


1st:

Live the Star-Wars saga

2nd:

Meet Star-Wars characters

3rd:

Choose one out of x species

4th:

Explore huge worlds

5th

Choose the profession that fits most to you

6th (first and only combat realted hint)

Fight against other players on battlefields of an breaking empire

7th

construct everything houses, weapons, factorys ...

8th

free 30 day trail


I would like to talk about 6 of these 8 points.

Since SWG has a lot of network traffic and need loads of hardware to tun i agree with its monthly price.

Due to the other forum member prefer to shout cry and being agressive during combat discussions i dont want to post anything about it.


I want to talk about expecations, promises that ARE printed ONTO the gamebox.



1st:

Live the Star-Wars saga


There are many games related to the Star Wars world. The most succesful video RPG is "Star Wars Knights of the Old Republic". Sounds, costumes, skins, locations, dialougse everything fits it is a GREAT game.

With this game in mind i was up to buy SWG.

"Live the Star-Wars saga"

I have expected to find A LOT of characters, quests, missions and tasks to be done. Ive expected to be able joining up with other Star Wars fans on more or less but Star Wars like dramatic quests.

N O T H I NG

All elements of singleplayer RPGs are missing ENTIRELY! How am i supposed to live the Star Wars saga ? By killing randomly generated imperial/rebel camps/thugs/soldiers?

This is, from my point of view, a REALLY disappointing thing. I feel like being fooled.


Anotherproblem is the lack of "system information". You cant really design your own character because there are no clues what benefits to be gained by learning a skill. Yes there is a small text to every single skill but no explanations.

I still dont know how armor works exactly. I dont know the EXACT influence of side attributes. I cant measure which skill mods are important. Due to that lack of information i cant find out (just by using the skill sheet) e.g. which combat profession is the most offensive etc.


Suggestion : add singleplayer RPG elements to SWG. Implement some more quests and tasks for non PvP and non combat related roleplay!


2nd


Meet Star-Wars characters

Yes this is a strange advertisment.

How to meet them? Shall there be a kind museum? Please take a look at your left. This is a picture of Luke Skywalker working on his dads farm.

There are some traces (POI) of the well known characters and the useless Jabba model.

If you add some singleplayer RPG elements you will be able to make players meet those characters more often.


I forgot. Ive met Darth Vader once on the loading screen.


Suggestion : Build in some more singleplayer RPG elements that make it possible to meet (or at least see) those characters.


3rd

Yes this is lovley. They are beautyful and character customization is at A+!


But due to the lack of information most players are going to notice that Zabrak are not able to wear a good set of composite once they played the game for 4 weeks and bought it already.

Same problem ive mentioned on "1st". There is a lack of information what influence your race choice has. Most wookies are complaining and they have the right to do. Most didnt know.

The picture is "Knights of the Old Republic (Kotor)" again. Beside clear different attribute of races you will enjoy to hear your character speak its own language. (Made with stream voice).

This is a GREAT improvement of the games atmosphere. I dont know how all the game developing coorporation are connected to each other.

Stupid thought : Why dont you contact the Kotor developers with LucasArts help? You know LucasArts and LucasArts knows the Kotor developres (Bioware).


Suggestion : Make the different races feel more unique in the game!


4th


Explore huge worlds


Absolutly right and absolutly on the top of things! The worlds are huge and beautyful. Many ways to travel them. Graphics are fine.

But you will have things appear just in front of you TOO frequently! And player created citys are ugly as hell. They dont even get close to the beauty of any non player city. (btw A+ for models and player citys)

Even a baby puts more creative structures together with his playing blocks! I have more customization option in every given real-time-strategy game.


And most NPCs are so sad that they are always standing in front of the wall facing it in groups. What is this suppose to mean? Are they all sad about Alderann (WARNINGsarcasm)or this just an AI problem ?


Suggestion: Give the player all options you had to build citys. Step by step of coures. Fix the AI problem dont make the NPCs look like germans around 1989.



5th

Choose the profession that fits most to you


I am not familiar to any other MMORPG so i cant compare. But i really love the variety of professions. But i hate to see "macro-grinding" them. Most entertainers are some kind of mechanic, not human(oid) like.


But as already mentioned. There should be more information about what skills and mods are really do. Character design is not possible as it is with common singleplayer RPGs.


I like the player-base economy too. But the loot shold not be as useless as it is right now. Someone made a suggestion to make the loot improve crafting of something. So once a player finds good loot he will go to an artisan that is going to craft a nice piece of anything out of it for him.

Bazaar and Vendor should be structured more detailes and they should be faster.


Suggestion: make loot worthier. Increase speed of Bazaar and Vendors. Make secure trades possible with money on the bank too



6th (first and only combat realted hint)

Fight against other players on battlefields of an breaking empire


I dont want to be the target of other players agressions on this point.



7th

construct everything houses, weapons, factorys ...


Item crafting :


There should be more skins for the same items available. It gets a kind of boring to see the SAME laser carbine with the SAME color in the hands of every players. And some items should get complete new skins. Some spice, for example, is sharing its skin with other items (small stimpack a).


Player citys/player buildings


Free rotation.

Free placing (new coordination system. Get rid of that strange boxes)

Yes I know. All date would have to be converted to the new requirements and data would increase. But its really worth the effort and thesooner it will be done the easier it will be.

Architect. A master architecht should be capable of building a city that looks exactly the same as the non player citys do.


Suggestion : increase customization options of items AND player citys/buildings


Those are the most important things to me. I dont really care about the combat system. And i dont understand why most player think its the games core.


Since i am new and not a native speaker i apologize for language mistakes and things i might not know or have missed



DarthMercilous
Thu Jan 22, 2004 4:21 am
#124

As the SE is being developed, this is my wish list for what I'd like to see:






For the Hardened Space-sim Veteran: Combat styles like the X-wing series of games (X-wing, Tie-Fighter, X-wing Vs. Tie-Fighter) where it's down to pure skill and your ability with a flight-stick.


For the Weekend Fly-boy (or girl): Combat styles like those in Freelancer, where you're essentially left to fend for yourself with a mouse, which would be accessible to all players without the possible extra cost of purchasing a flight-stick.


For the Strategist: Point and click, command based, RTS style, such as found in Eve Online.







Then there's the ships themselves, what tickles your fancy? Is it a run-down frighter, held together by a wing and a prayer, or a sleek interceptor raining down death from above? Then of course there is the Capitol ships. Fancy yourself as the Commander of an Interdictor? But how is it all going to be implemented? Should you be able to customise your ships? And if so, how?


If it were just left strictly to frieghters, transports, fighters, etc it would be simple enough, 2 of the 3 gaming styles above would be ideal. However, you toss Cap ships into the mix, and you start looking more toward style 3. Or do you forsee being able to enter a Cap ship, as if it were another enviornment, say like the space station in the tutorial part of the game? The possibilities are endless, but the practicalities are finite.


I personally would prefer to have the ships flyable via joystick, though I suppose it would be best IF it could be coded so that you had a choice of stick, mouse or KB. Then everyone would be happy, so to speak. Additionally, it would be possible to combine "twitch" with skill, if the skills wereto affect things such as special manouvers, ship operation, and attacks for dog-fighting.


A few examples of manouvers combined with dog-fighting skills would be:



  • Countermeasure: to attempt to draw enemy missiles or torpedos from yourself
  • Match Speed: a skilled pilot would be able to match his targets speed and therefore destroy it much quicker and easier
  • Special Moves: perhaps have a series of offensive/defensive flight manouvers such as rolls and loops that could be used seperately or combined to allow you to escape your attacker and come in behind them or just simply dodge their fire. Think WW2 dogfights.. which is essentially what Lucas had in mind for the space battles in SW
  • Specialised Targeting: Allows the pilot to target specific subsystems on a target, ie weapons, engine, wing, etc.

Operational ideas might include:



  • Balancing: being able to set your power output to shields (if you have them of course) and weapons to maximise your attack or protection. While this should be allowed early on, perhaps the effectiveness or competence of the pilot would allow for this skill to increase via modifiers
  • ECM: to make it more difficult for your ship to be targeted and seen accurately on rader. I could see this being especially important for freight runners who don't want any grief while running their cargo.
  • ECCM: to cancel or diminish the effectiveness of your targets ECM
  • Repairs: certain basic repairs could be done inflight, either via astromech droid or through some other subsystem.
  • Jettison: If you need to drop cargo in order to make a fast get-away, or simply keep yourself from being destroyed

These are just a few ideas, and I'm sure the Devs have their own, but they would be nice to see none the less. Of course there's a whole realm of possibilities, but it will all be dependant on the system that is implemented.





Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
Magus-Rex
Thu Jan 22, 2004 5:11 am
#125

First: Lying down is a must. Many is the times I have needed to lie down but was forces to go prone. Imagine my embaressment.


Second: Rebel vs. Imperial. Thats always good. How about a third faction to spice things up? If thats to much work add a few Jabba recruiters and a few Nym recruiters. Anyone could join these factions like rebel and imperial, imps dont fight eaither, rebels dont fight eaither, just nym and jabba fight eachother. So you could be an imperial nym fighting an imperial jabba. It would give people a reason to not attack any opposite faction they see. Risk shooting a fellow nym when you could lose your precious rebel faction???


Third: Fix the Hero Badges and the one exploration. Before we can move forward we need to make sure we are on a level base. The professions will probobly never be balanced, keep changing them up, keeping people on their toes, things dont get to stale that way. And for gods sake, fix droid eng. I know you guys plan to, and soon, but sooner, much much sooner.
Yin_Yang
Thu Jan 22, 2004 5:19 am
#126

Hi Thunderheart. I have some feedback and suggestions for this game, and am unsure where to post them. I will post them here as there doesn't currently seem to be such a place (well, that I can spot anyway!). Please let me know if this is not the appropriate place, and if so where is best. I will then repost there.



Up until this week I ran a very successful Weaponsmithing business. However, I have recently decided to quit, as it is just not fun. The workload is simply horrendous, and only gets worse the more successful you get, regardless of your bank balance. I've seen many, many Elite Crafters quit recently, so I don't think I'm the only one who has these feelings. But this is by no means meant as a negative post.


I got to thinking what takes up large amounts of crafters time that can be made easier and/or more fun, but in keeping with game dynamics. I had a few thoughts which flowed and expanded into this idea:


A Miner Profession. Analysing resources is the most time consuming and laborious task for most crafters I'd guess. I certainly used to spend 5-10 hours per week planet hopping and sampling, which is very painstaking and boring. So I had a few idea's on what kind of facilities and skills could make this easier and more fun:


Global Surveying tree. This could give the Miner the ability to sample a much wider area for resource concentrations, culminating in being able to view the entire planetary map's concentration levels when reaching the top of the skill tree. This would enable miners to quickly identify general area's of high concentration, which he can travel to and then pinpoint the best mining spots in the same way as is currently possible.


Multiple Sampling tree. This could give the miner the ability to more quickly gather the statistics of a wide range of resource types. In order to analyse resources currently, you need to sample at least one unit of the resource to enter the data onto whatever database/spreadsheet is being used for analysis. This also means you need to find a 10%+ spot for each resource. If you're a Weaponsmith for example, you need to analyse every Mineral and Gas, plus most chemicals and some wood too. To do a full sweep of a planet takes around an hour even using the most efficient methods, and as all weaponsmiths know, you need to keep an eye on more than one planet to stand a chance at becoming successful. I am thinking maybe a specific tool can be used for this, and depending on the skill of the miner, a number of resources get statistics uploaded to said tool. This tool could then replace the laborious method of writing down all the properties to analyse offline, which is how I believe most (if not all) crafters currently calculate requirements. Maybe the miner could also have some way of sharing the data as well, by sending data objects (like Waypoints) to crafters so they can assess the data and match it with their own requirements.


Multiple mine management. Some way of remotely managing mines for maintenance and power, even collecting resources from the hoppers for you. Maybe droids could be used to good effect here. I know certainly at present if you have many mines going on different resources (and maybe different planets) it can be very time consuming to manage.


Obviously this kind of system would provide many shortcuts for crafters, which would enable them to spend more time crafting and running factories. Obviously such shortcuts would need to be balanced, so by all means make the mining profession expensive in both cash and XP terms (giving the Devs another big money sink too). The problem for crafters currently is usually time rather than money. I know I had millions of credits a day coming into my bank account, but no time to run the business properly. I'd have happily paid large sums of money if it had meant making my life easier.


I suppose the crux of it all is that many crafters like myself and quitting when they become successful. Your workload does nothing but increase the more successful you become, and all you have to show for it is a large bank account, which is pretty useless if you've not got the time to enjoy it. In my days of playing on 4-5 servers since the beta, I have seen many excellent crafters become famous and then quit. In a game where player-made items are the best out there, this can only harm the overall enjoyment of the game for everyone and will surely spell doom for the long term future of SW:G unless something is done. I'm sure you can find dozens of posts from crafters such as me who are shutting up shop, I've certainly seen a fair few.


I hope this post is seen in the constructive light it is intended to be, from a soon to be ex-crafter who wants to see this great game reach it's true potential. I also hope some of these idea's are taken into consideration by the Devs, and something is done before the balance of Crafters to Combat classes reaches a ratio where the game becomes unplayable for all.




_________________________________________________________________
Yin
Wannabe Teras Kasi Artist
Holos: Medic, Bounty Hunter, Teras Kasi Artist
Additional: Scout, Marksman, Squad Leader
_________________________________________________________________

Aakhperkare
Thu Jan 22, 2004 6:28 am
#127

TH. COuld we CH's PLEASE get the ridiculous rarity of some of our tameables adressed? A Bull Rancor for instance, current one of the most rare has no reason to be so rare. Sorry, but an AOE disease doesn't cut it and does not justify why me and others should have to spend a month or more trying to get one. There IS no justification in it, please a comment would help. 127 lairs now and not one baby, you see how one may get frustrated?...
JediSureshot
Thu Jan 22, 2004 6:47 am
#128

I have three ideas/issues i would like to raise for future discussion and implementation:

1: Proper ranges on the weapons - a pistol can shoot as a far as a rifle, but is a littl more inaccurate? This should be changed such that pistols have a max range of 35m, carbines have 64m and rifles 100m (oh and turrets 150m) Pistols inside 20m should be lethal, Carbines should have have an extremely high rate of fire and be less accurate and damaging and Rifles should be practically impossible to hit with inside of 50m, but if they do hit, you'll be lucky to be still standing.

2. Less Creatures in the environment - Star wars is never about attacking rodents etc and just occasionally about the monster attacks. We need more pirates, gangs, outlaws, crazed bounty hunters, crimelords etc. They should all use ranged weaponry and this would turn combat for groups into starwars in seconds. If the best thing on Tatooine to hunt for was a crimelord and his gang (maybe in a fort, or with a turret etc) people would hunt that rather than squills. same goes for Naboo, Dantooine, correllia etc. Endor and Dathomir are fine and have exactly the sort of environment you'd expect for places off the main trade routes, but the mina places need more humanoids and less critters.

3. Trade between planets

Transferring goods from planet to planet should have a trade tax - be they weapons (highest tax) or just copper and iron lowest tax). And smugglers hould have a chance (only a chance) to avoid these taxes if they are willing to upset the local authorities.



Tallarn Sanqua

Chimera-Europe
drixx
Thu Jan 22, 2004 6:52 am
#129

as probably requested before...


the GCW needs a 3rd party pirate faction...


drixi c'rrto


KillerCRS
Thu Jan 22, 2004 7:51 am
#130

I hope the "combat balance" really balances things, players do way too much damage in this game. We have single players soloing Krayts, solo clearing the rancor cave in about 5 minutes, it's insane
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