Development Cycle Archive
Thread: Publish 6 Feedback: Vehicle Customization and Ownership
I agree with those who say the customization doesn't last long enough, especially when you're having to call your speeder 10-20 times a day. It really needs to last much longer, at least 100-200 pulls.
Artisans may think that this will hurt their business, but it will hurt their business even more when people stop buying kits altogether because the novelty has worn off and they realize there's no point in coloring their speeder ever day. Just make it so the maximum yield for the kits is 3 uses and, rest assured, once people get used to having their vehicled colored for a while they'll come back for those kits over and over again and they'll pay through the nose for them.
Having more than one vehicle in your datapad is great, though. Good job there.
Okay, I've played with these changes for a few days. Now for my feedback...
All in all, this was a great addition. I can now tell my vehicle apart from others when I get off it briefly. I have the sense that the vehicle is "mine" because I can choose how it looks. I can have different types of vehicles for different occasions -- when I am crafting in my workshop (not in a Player City), I leave out my X34 because it decays slower. When I check harvesters, I use the zippy-quick swoop. I like having these options available. I never tried the X34 before but now it's becoming my favorite for short jaunts!
* Is there any need to limit us to 3 vehicles? I mean, there are only 3 right now, but if someone wants to fill their datapad with a variety of expensive expendibles, does that hurt much?
* The trim/striping colors are nice, but I was rather disappointed in the selection of frame/body colors. I'd like to either have the trim palette used for both colors, or perhaps have a (future) skill branch or tool quality option that expands the palette. For example, let the artisan design kits for more colors instead ofmore charges.
* Although I am a Droid Engineer, I concur with the complaints that people have about an Artisan product requiring parts from an elite class. Having cross-class interaction at the elite level is fine (e.g. Droid Storage Compartments used in Crafting Stations), but basic professions (like Artisan) should really be self-sufficient in their crafting.
* I'd like the next step to be re-naming our vehicles from the datapad. I'd like to see "Joe's Hoopty-Swoop" and "Landwagon Turbo-Cruiser" instead of just "Speederbike Swoop" and "X34 Landspeeder" all over the place.
BackBite wrote:
Artisans may think that this will hurt their business, but it will hurt their business even more when people stop buying kits altogether because the novelty has worn off and they realize there's no point in coloring their speeder ever day.
- Make the colorings semi-permanant. Maybe even UP the resource costs, but make it last longer. There are enough consumables we've all got in our packs as we run around : weapon power-ups, spice, medicine, food, batteries, camps, and repair kits mean that most of us have a dozen or more crates in our inventory, and carrying another just to color our vehicle every day or two isn't going to be worth it for many of us; this is especially true with the ability to own three vehicles per player.
or
- Reduce the cost of the kits,and make them a lesser Artisan item (Eng II or III). The DE community appriciates being thought of here, but requiring MA parts and DE parts. Or,heck, dump them in novice artisan - make them a grinding item THAT CAN ACTUALLY BE USED! If this was done the components would definately need to be looked at - but if they were available on every street corner for a few hundred credits the current fade might almost be tolerable.
One or the other really needs to be looked at, or this will be one of those good ideas that only appeal to a niche because of their lack of cost/benefit value for the average player.
Audio