Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-26-04)

WolfwoodCross
Wed Apr 21, 2004 10:50 am
#118

Coolest vehicle in the game is the Speederbike - don't blaspheme


Which brings me to my post. Vehicle Repairs.


Buying a new car is great. It runs great. Hell, it smells great. But after awhile you have to take it in for a tune-up. No biggie. It runs like new now. This cycle of "Tune Ups" reoccurs for years until a car is so run down, that there is no amount of repairs that can be done, short of full-blown restoration, that will save the car. People sell their "junker" or send it to the scrap heap and go and buy a new car.


This exact logic is what should apply to Vehicles. Vehicles as they are now receive Damage that can be fully repaired at Garage. A player can keep a Vehicle going FOREVER by doing this. This kills the market for Vehicles. The only people who buy vehicles are the ones who have theirs completely destroyed, or those new to the game.


My idea is this, to help Vehicles be the true money sink they are meant to be, allow Vehicles to receive Damage AND unhealable "Wounds." After a while, the vehicle will be so banged up (read "full of wounds") that a player will be forced to junk it and buy another. This will help Master Artisans to better move Vehicles, as well as create that much needed money sink in the Economy.


Finer Points



  • Vehicles will receive an amount of irepairable wounds in proportion (about 10%) to the amount of damage a vehicle takes between Garage visits. This emphasizes the need to "tune up" your vehicle at a Garage more often.

  • The Shuttleport Repair Bug needs to be fixed (scheduled for Publish 8, so good ^_^ )

  • Players need to have the one vehicle per player limit back (so that players can't go three times as long without returning to a M. Artisan)

  • Repair costs at a Garage will be done via the percentage of Damage Repaired. This way old junkers that are 50% black-barred and brand new vehicles will pay the same amount for having 10% damage repaired. Old Junkers would start to "cost more" over time, because they fall apart faster.


Fneegan
Wed Apr 21, 2004 11:00 am
#119

First time posting here so I maybe out in left field a little. Of course, being a Master Architect, I'm concerned about theArchitect profession. I go to great lengths buy, place, mine harvesters/resources, craft, place a vendor, sell and attempt to gain a customer base to make some money just to see my work defeated by overnight millionaires being made because ofthe latestquest/loot items.


Currently, the corvette quest is gives items such as the AV-21 schematics and power plants which are being easily sold individually for for 2-3 million.


Sure, we all want more content - but not like this ? How would combat professions like it if the crafting profession made and used a weapon, making them as strong or stronger than the combat. Well, in effect, this is what is going on atm. I've worked hard for the little wealth I have.


Sure, it's a craze atm and everybody wants one of those new speeders, schematicsor power plants. But it shouldn't be making overnight millionairs which I've been working so hard in my profession to do.


So, add content but lets know how it will impact others. Tks

daltonj001
Wed Apr 21, 2004 11:44 am
#120

1) please fix the exploit with people faking bank tips


2) double occupancy landspeeder would be awesome, especially with the new "fix" that 'causes disable speeders to be truly disabled. If you get stuck out on Dathomir in the boondocks with no speeder you might as well take off your armor, kick a rancor in then shin and click clone, 'cause you aren't hiking back and some people can't afford to carry 2-3 speeder bikes in their datapad.


3) Give us a status on ALL of our lots. a) where they are b) what's their condition c) what's their status (are they running or not running) d) what's their waypoint. Right now I've just checked almost all of my harvesters, but I can't remember where my last one is. I'm sure it's probably in my datapad, but I just recently got a datapad full error so I'm worried I deleted it and I'm afraid I'll just have to wait til it destroys itself (that will give me the lot back won't it?... I hope so)


4) MAKE STARPORT WAITS 5 MINUTES (or less) and expand the route coverage. Or keep it at 10 minutes and make the routes any port to any port. This isa game breaking problem for those of us who have real lives we have to work around and can't sit at the computer for 10 hours a day.






ZARX - TKM and Master Doctor

Now a Master BuffBot
Talus Port - Arador


Vendor: Coronet 157 -5700
Ex-Hologrinder - Merchant, Scout, Dancer, Doctor, Artisan, Brawler, Entertainer, Marksman, Medic, Combat Medic, Image Designer, Musician, Weaponsmith, TKM
Gelotri
Wed Apr 21, 2004 11:46 am
#121

My question is to Thunderheart or an appropriate Dev.....


With all the changes to the other professions and some new additions....will RANGER be looked at soon or is it being phased out?


I do not wish to start a rant on here as this is a serious question that most of our community wishes to have addressed. ANY feedback from you TH or an appropriate dev would be a welcomed bone. I looked on the IC threads and the IN Developement threads and found nothing that mentioned the RANGER Profession.


Sir, we are seriously hurting for some kind of answer, response, etc to any of our questions. Thanks.






Gelotri - Shadowfire - Elder CL90 Jedi
EX Master Pikeman - EX Master Ranger - EX Master Tera Kasai - EX Master Marksman - EX Master Bounty Hunter - EX Master Creature Handler - EX Master Swords

***That which Does not kill us, only affects our HAx***
Lasombra
Wed Apr 21, 2004 3:40 pm
#122

Another repost from a few weeks back-



Concept in a nutshell: Give slicers the ability to enter and slice the cloning facility terminals such that anyone who clones back to that facility suffers normal death wounds even if they paid to clone. Then give Bio-Engineers the ability to un-do the slice to repair the facility back to normal operation.


Pre-requisites:

+ Only applies to player made cloning facilities incities noted asImperial or Rebel.

+ Similar to base take downs, make is such that a sliced cloning facility has a limited window of opportunity (10-15 min) where a Bio-Engineer can fix the station back to normal operation. If fixed the slicer cannot make another attempt for a period of time (n min). If not prevented, the cloning facility is locked in and will give wounds for 1 hour.

+ A person who paid to clone at the facility suffers normal wounds while the terminal is sliced. People who did not clone but merely accepted it as the closest facility suffer 2x wounds.

+ Only affects people who die as the result of PvP combat (overt or TEF'd).Neutral or non-participating individuals who clone appear normally.

+ Only an overt slicer can slice the terminal, and likewise only an overt BE can undo the slice.

+ People who die are warned on the cloning selection box. The sliced facility would come up as "Closest/Pre-Designated Cloning Facility (sliced)".

+ Facilities cannot be deeded when a slice is underway or in effect.


Details:

In many cases a PA who has established a city may also have factional bases placed near the city. Invading these bases can prove extremely difficult given that members of the city can simply zerg the invaders continuously from the nearby comforts of their cloning facility, and suffer no consequence other than loss of buffs or overt status as the result. Loss of overt status then quickly becomes TEF zerging, and the situation degenerates from there.


Well now say that prior to your main invasion, a small strike force invades the city's cloning facilities to sabbotage their opponents defenses. That force slices the terminal, breaking the way the cloning facility reconstructs people, thereby creating a situation where if people try to zerg in defense, they can only suffer a few deaths before they're left with full black bars. The defending city has a set ammount of time to route the force before the vulnerability timer is up, The invading force now makes their way into the main base area and beings taking down the turrets and base defenses. The defending forces then must make a tactical, legitamate effort at stopping them, rather than simply throwing themselves at the invaders like lemmings.


Benefits:

+ Gives smugglers and bio engineers more to do in the GCW.

+Balanced for offense as well as defense. The benefits to slicing the facilities are obvious, but in doing so, you give the other side a heads up that something bad is about to happen.

+ Does not completely exclude multiple returns to the battle field... you can still choose to clone and take the wounds if you have some way to heal your own wounds. Professions like TKA (meditate) and doctors have a chance to shine as some of the few professions that can eat the loss (at the cost of some sit-out time) to return to the battle.

+ Offers more to do for anyone participating in city/base take downs rather than straight up base rushing.



Fatal Exception
Raven's Fury - STOP 0x0000000E
"You will plead me unrepentant" - Jaster Mereel


Vegitaa
Wed Apr 21, 2004 3:50 pm
#123

Hey there TH...


Just really quick. I'm trying not to be such a ranter these days so just a couple of quickie questions...


Could we please see sme Dev responses in the Bounty Hunter boards. I know it's one of the most combative boards for you guys to comment in (if not the most combative). Mainly curious on....



  1. What is planned for our profession?

  2. Will BH's and Jedi's get their Defenses fixed?

  3. Will there be a way for Jedi to acquire crystals easier?

  4. Are there any new ideas from you folks on Player Bounties or for that matter fixes for some of the Jedi Bounty problems?

  5. Any new plans for additional weapons for Bounty Hunter (or any other classes for that matter?)

  6. Has there been any talk about reducing the Skill Point costs for going BH? (Will Master Scout/Master Marksman always be a requirement?)

Thanks for the info so far and thanks for the Space Expansion info. Things are looking very interesting with Pub 8 and Death Watch sounds like a blast.


Thanks





There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Chahu
Wed Apr 21, 2004 5:35 pm
#124

Quick request for you TH. Could you please let us know whether or not Human stat migration is working as intented?


Tons of people are wondering ifhumans are supposed to be able to maxtheir secondary statsat 1100. Back when the game began, if my memory serves me correctly, the most a human could push any secondary stat to was 600. After a patch humans began to be able to push them to 1100, but there were no patch note stating this was a change. Could we please get confirmation on whether this was or wasnt intended?


Thank you,


Chahu




Ta'sha Miran
Master Swordswoman
Mat82353
Wed Apr 21, 2004 8:47 pm
#125

I would like to see a crafting class be able to build a statue of a PC in whatever dress or pose they wear, including weapon. you can have them equip what they want then use like capture image or something like that and then the crafter can build the statue. i thought of it when i said i would build a shrine of my friend if he solo'd a tusken executioner
Zarada
Wed Apr 21, 2004 10:27 pm
#126



Hi,

A word on faction perks. As it stands now rank has no importance. There should be a strong benefit for these ranks. A person of rank should be able to show their rank. This could be either as a name when overt or on the description of a person when examined. Also there should be clothing for faction ranks such as imperial clothing with rank cylinders and rebel rank on chest. Perhaps special armor that can be got without the expense of faction points such as a rebel bird on chest plates or imperial symbols on helmets or shoulders.


Also there could be a bonus of an additional slot should a certain rank be reached or slots that are only usable as faction use. Another idea would be a whole new profession that could be opened at a given rank much like the jedi profession is now. These professions could be a knowledge based system where knowledge in such things as weapons, armor, ships, combat tactics could give one bonuses to the skill that they have. Perhaps even a bonus to certain combat skills when fighting people of opposing factions and opposing npcs. Percentage xp gain on faction kills would be welcome based on ones rank.


On another subject, landing of ships on the surface can be implemented by having add ons to med and large houses that would allow ships to land on roof tops. Another idea is to allow PAs to build landing pads for city residents to call ships from and fly into space. Oh, and ship boardings would be cool too.


thx.


Zarada-----Transdoshans Unite!
joo-lee
Thu Apr 22, 2004 12:40 am
#127

Vehicle depreciation is a great idea. In fact there needs to be MORE economic sink holes. Becasue there is more money going into the galaxy from missions and looting than is being spent, it is resulting in a superheated inflationary economy. In other words there is more and more money i circulation. Soon Credits wont mean very much since everyone can be a multi-millionaire.


Why don't we create more sink holes like the necessity to eat? If you dont eat, you die. That will expand the market for chefs. Players can work for food too!


Also, how come there are no children in the world? Isn't it odd? It would be cool to have children (at least NCP) so you can take revenge on PVP by killing thier kids. Drama!
NabloDiaz
Thu Apr 22, 2004 12:48 am
#128

Is there any chance of a small update of new furniture?


I was just wondering that was all, be nice to have some new stuff maybe like a display cabinet for items. Some different long tables would be nice also. Just some simple little things like what happened with the lights but just the odd new furniture.


Apsy
Thu Apr 22, 2004 2:52 am
#129

Are u sure the devs are reading us ?! I don't think so...


I think if u want to get weight on ur opinions, u'll have to be agree all. U all make ideas about something, or something else, bue no idea are repetitive. Devs get only recurent idea... So, approve some idea you like before posting other !


Oh... I was thinking... Yesterday, i made Corvelian corvette, and i was angry against my group because they loot npc really quickly and don't let others looting. I thought that a system like Anarchy online, to put rules in loot we'll be usefull. I explain : Group leader make a command like /team lootorder alpha, or /team lootorder all ... or /team lootorder leader

Alpha for looting in alphabetical order (name of the members of the group), all for all looting at same time, and leader for just leader to loot. It's a great system, and u don't have to discuss about lootin order to know who have the right to keep the loot !

It's simple to implent, and don't take a lot of time ! So please, implent it !!
Ananais2
Thu Apr 22, 2004 5:12 am
#130

Question for TH,


as most of us know a lot of "uber loot" type drops have been added to the game lalty as combat classes need things to hunt for, also the new dungeons are mostly group based and/or encourege loot camping for these drops, these 2 things were basicaly non existant when this game came out, and i noticed that space loot was mentiond in the IGN chat,


i would just like to know if this is the way the Devs intend to continue the game, as it stands my enjoyment has considerably decreced with all the camping inspired by the loot drops, especialy since i play a WS and cant make most of the new guns which have been added,


so is the future for this game going to continue to be moreloot based?


i remember back before release we were all told that this game wouldent be everquest in space, and the Devs came through on that, it wasnt, but it is starting to be.

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