Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 2-16-04)

Taalar
Tue Feb 10, 2004 1:03 pm
#131

Everyone hates the shuttle system. I have two ideas which would alleviate the problem.


1) Shorter periods of time for more popular shuttle routes. For instance, 1 shuttle every 3-5 minutes from Coronet to Theed.


2) "Premium" starport tickets. These would cost, say, ten times as much, but act like using a ticket at the Theed starport.





Ilka's Biotech
Theed, Naboo, -3795 4425
Selling high grade creatures, food additives, tissues, and pharmaceuticals.
Elminster1
Tue Feb 10, 2004 1:41 pm
#132

Make treasure maps actually worth doing. Have treasure maps with differnet difficulty (Difficulty 1-5 with 5 being the highest/hardest). Have more difficult mobs spawn with the box and maybe actually putting something worth pulling out of the box and keeping (no CDEF weapons, daggers, 1-3 crappy resources, etc).


Make more certifications for classes. It's kindaweird to have novice artisans running around in full composite armor.





~Elminster (Yes! That's my ingame name!)
Rebel Colonel
Master Swordsman and Master Doctor
My vendor is located just 600m outside Bestine on Tatooine at -2035 -3756.
"A door is a mystery, it is. Though most would think, 'tis a mystery to find what lies on the other side. The fundamental question is always, whether 'tis there to keep something out or to hold something in."
SiliconSmiley
Tue Feb 10, 2004 2:27 pm
#133






Grimhand wrote:

- Drops from NPCs is okay, but there just need to be other alternatives along with it








I'm am constantly annoyed by the 'rare item drops' from mobs. What the heck is some thug that spawns and an NPC town and can be beaten by a new player with absolutely no combat skills doing dropping force crystals? I'm sure that this was some kind of effort to make the crystals available to all players, but why? Why should anybody other than a Jedi ever need a crystal? Why should the be able to find them at all? The Force should call a Jedi to their crystal.


I wholeheartedly support a new system obtaining crystals that is only available to a Jedi once the FS slot has been opened. Could fit in nicely with the new quest system.



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

vagrant13
Tue Feb 10, 2004 2:29 pm
#134

More Star Wars music and ambiant sounds. And give us an option to toggle them on/off.



Weryn Bryu
master smuggler and pistoleer
one shot and the world gets smaller

vagrant13
Tue Feb 10, 2004 2:38 pm
#135

For some reason my edit button doesn't work...anways...

Factional based combat music while in PVP. For example, Imperials can hear the Imperial March or other Imperial music. Rebels with hear music from the Battle of Hoth or Yavin. Jedis can hear the Duel of Fates. Give us more than just one or two standard combat loops. I don't want to have to listen to my Star Wars CDs when I play.



Weryn Bryu
master smuggler and pistoleer
one shot and the world gets smaller

SiliconSmiley
Tue Feb 10, 2004 2:43 pm
#136






Halmet wrote:


Along with baazar updates, could we also have an option to have purchased items automatically put in our inventory and if we dont have enough room then thats when it gets put on the "available items" section for later pickup.





How about an asychronous request to purchase items from a bazaar or vendor? Rather than clicking buy and waiting, the buy button sends a request to the server for the item and the client completes the request to buy process and takes the player back to the main vendor window. As an email is already sent when the buy process is complete, this could improved the effiecency of the buying process.


This could also allow for buying multiple items at once. Select several items with SHIFT or CTRL click buy and move to the next vendor. As each item is moved toavailable, send the email notification that already exists. Power shopping on!


I'd also like to see some work done on the sell side for merchants. Once again I'd like to be able to select mutliple items and sell them all for the same price with one click. It takes an unresonable amount of time for me to split resources up and offer them in turn on my vendors. This is a service that I provide so that new players can actually afford to buy some things. Asychronous sell would help out as well.




Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Heminern
Tue Feb 10, 2004 2:56 pm
#137

My understanding was the in concept questions for this forum are to revolve around the GCW, so I will post some ideas I've had about the GCW. I have many other ideas and suggestions, but will focus on the GCW in this post.



  • First off...need to improve faction perks. We need more perks for being involved in a relentless struggle for either control (imperial) or freedom (rebel). There should be a better reward for taking on an endless stream of imperial troops than a rank with no charge or items that are bested by an average artisan. If faction perks were to bebetter than what could be crafted, more people would go after them, thus more GCW. There should be more perks and better perks to involve more people.

  • Second, there should be different FP for killing PCs as opposed to NPCs and the perks involved should be different as well. Like you can confiscate contraband from a rebel if you take them down in combat or a security clearance to a weapons base if you eliminate an imperial. There is greater risk in fighting PVP than PVE for the GCW, the reward should be equally greater.

  • Third, I'm not sure you could implement a way of tracking the odds in a fight to account for adjustable FP, for instance an imperial gets jumped by 5 rebels should not lose the full 40 FP, but instead 1/5 of that, and vice versa. This would encourage more teamwork and less solo slaughtering.

  • Another idea which is supposed to be implemented in the imperial crackdown is the random attacks by rebels on imperial held cities that players can join in...how about taking it a step further and allowing players to initiate an assault with future implications of city ownership

  • Allow factionally aligned artisans to create the factional items by obtaining factional materials through their FP

  • There needs to be a spy network that if a player overhears an opposing faction NPC talk about some specific event or location, they can report it to a senior officer or (if they are of high enough rank) to call to arms an attack or place a request for further information. Something like a covert rebel overhears an imperial mechanic discussing the weakness of AT-STs which in turn will lead to the production of a new type of weapon for that person to utilize.

Again, these are just a few ideas for the GCW...I have lots of ideas for other improvements but that is for another thread I think



"Do you believe in love?" "I believe in cancer."

Freth
Tue Feb 10, 2004 3:35 pm
#138






Ka-Lil wrote:


i think making professions equal or even closer to equal is stupid.




I'm all for balance. I don't think it's stupid to have balanced-out gameplay. If some fighting professions are strong that the others (TKM, Commando) then there should be some changes. Why? Because the powermongerswill flock to the most powerful profession as they did with CH, then Commando and TKM. Now there are so many TK on my server you can look in any direction and see one. I can't say the same for CH or Pistoleer. The simple fact is balance will make all fighting professions viable in PVE and PVP, which is good for the game.


What disturbs me is people go into MMORPG's with one thing in mind, how powerful can I be? How many things can I kill? How can I be uber? I'm here to roleplay and have fun. You can't have fun when cookie-cutter characters run all over the place flexing their muscles to pump their ego's. I chose MCH for the creatures. I chose Pistoleer because it complements my creatures. I could go the cheap route and pick the one tree from Commando, but that'd be too easy, and it goes against why I'm here to play the game. I'm a roleplayer first and a fighter second. So many people are focused on how good they can fight that they miss other aspects of the game. People grind to jedi as fast as they can and then when they get there they're disappointed. Me? I'd like to have a nice rounded character without the need to be uber, but I would also like to know that when I have Master Pistoleer I can hang with the rest and not be owned by severely unbalanced professions.


I disagree---making the professions equal or closer to equal evens the playing field. Anything otherwise plays right into the hands of the uber wanna-be powermonger phat lewt whores that infest SWG as it is.


Freth (Wookiee / Intrepid) | Master Creature Handler | Master Scout | Pistoleer | Medic







Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


Keltorr
Tue Feb 10, 2004 3:41 pm
#139

1) I would like many of these loot items to be made craftable, for example skill enhancing attachments. I understand that some loot, like holocrons, cannot be made craftable...but a lot of it can, like Nightsister poison lances. This way, with more stuff at least available to crafters' schematics, even if it is expensive at least it would be possible to get them in the hands of people who need/want them--predictably. I don't think anyone can argue against the idea that camping loot drop pointsis annoying and has gotten out of hand.


2) Also, if something must be "nerfed", the changes should apply retroactively, so that "pre-nerf" items don't exist. Otherwise there is an unfair disadvantage to new players. This is particularly important for pre-nerf items not designed to wear out with normal usage, like Probots for example. If something is being improved, a retroactive change is not necessary because the new item is better and also available to everyone, unlike pre-nerf items.


3) About TEFs: I very much like that we can now see them, and that they last 5 min instead of 10 now. However, I think that even if TEFed we should at least be able to enter our own houses. Maybe not other people's houses or cantinas or whatnot, but our own. People love to cry camping on this suggestion, but if you think about it, we only have so many lots and some structures take up most of them alone.


4) Shuttle and starports continue to have the problem of ticket collectors not taking our tickets on the first click, and personally I have experienced a shuttle leaving just as I click the collector the third time. Having a ten minute wait is frustrating as well...perhaps we could get this shortened?


5) "Running" should not be a state that applies right as we stand up from a kneeling or sitting position. Somewhat along these lines, could we also get a "tired" status icon by our HAM bars, so that we know when we can burst run again? Since tiredness lasts for 8 or 9 minutes, it is hard to know exactly when our burstruns are available, and while it is possible to set an alarm, it's a bit annoying to have to do so. An icon would be very helpful here.


Thank you for removing insured factional decay!!



I have a bad feeling about this nerf


The few...the proud...the Marine-armored

CloakedMaster
Tue Feb 10, 2004 3:50 pm
#140

Maybe running while kneeling (slouched running) for better defenses. Soldiers rarely run around standing straight up in a heated battle. May also look cooler and be more realistic)


(I know, short post, but its all I got to say)



-Calte "Cal" Audentius
Arrogant, freelance Smuggler
TheMDude
Tue Feb 10, 2004 4:12 pm
#141






Freth wrote:

Using the phrase "Can anyone..." when shouting for training or some other service is a pet peeve of mine. If "anyone" could then all you'd have to do is walk up to anyone and get the training or the service. "Can anyone train Empathy 1?" Duh! No, only CH's can train Empathy 1. A more appropriate phrase would be, "Seeking training in Empathy 1 PST".





You're splitting hairs. If you don't want to train somebody who uses, 'anybody' then just don't. Somebody else will get the apprentice training XP and the person asking will be on his/her way regardless.
Thunderheart
Tue Feb 10, 2004 4:31 pm
#142






Heminern wrote:

My understanding was the in concept questions for this forum are to revolve around the GCW, so I will post some ideas I've had about the GCW. I have many other ideas and suggestions, but will focus on the GCW in this post.





I will be adding more GCW threads up soon. Please be sure to add your suggestions in those threads too. Thanks.







Kurt "Thunderheart" Stangl
Community Relations Manager
Lochar
Tue Feb 10, 2004 4:57 pm
#143

TH,



When are we gonna start seeing the dynamic POI's from beta? I know some mentioned some show up on tatooine, but since release I have yet to see any escaped slave girl POI's or any others from beta. These are what made SWG more exciting that adding static content that will either get done one and forgotten or farmed like crazy for better loot drops.



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