Development Cycle Archive

Thread: In-Concept Open Discussion

Oracle74
Thu Jan 22, 2004 9:01 am
#131

Chalk up another vote for Smuggler getting a look as a combat profession. Of our 6 skill trees, 4are combat. Doesn't that count for something? I'm actually quite happy with smuggler's offensive and defensive capabilities vs. skill points invested and content available, but I don't want to see them left out of any discussion regarding combat when so much of our requirements are combat related.


Now if you'd just remove the unarmed requirement and make it a more appropriate pre-req such as aritsan (as it was originally intended)..




CebotvTyzenvDostinvMarlom@Parvec
Smuggler Jedi Knight Medic Architect/Shipwright/Merchant/Engineer
Privateer Rebel Ace Mos Quito, Tatooine

Spice, Loot, and Mustafarian Vendors in Mos Quito Mall
Running Player Bounties on Naritus since 9/2003
BHG Frequently Asked Questions

Matsubaa
Thu Jan 22, 2004 10:52 am
#132

As long as this is in-concept, pie-in-the-sky doesn't sound too off-topic.


I'd like to see professions broadened. Instead of 4 skill lines each, maybe 6 or 8 each. A master would still be master of 4 skill lines but maybe only 1 or 2 of themare pre-requisites to being a master.


I.E. The defining ability of a bounty hunter is investigation, but after that they can choose any 3 supplemental abilities and still get the title of Master Bounty Hunter. They don't like carbine? Pick up the Bounty Hunter Trapping line instead.


I.E The defining ability of a smuggler is, well, smuggling. Their "underworld contacts" comes closest to that description currently, though it's really not close at all. It would mean some smuggler's don't slice, others don't have anything to do with spice and so on. They're masters of disguise or they're particularly fast talkers and even if caught can weasel out of it.


I'm not sure how to enhance all the professions this way, but it would add a good deal of variety and flexibility to the system. It would mean that even if you were up against a character with their "Master such-and-such"
title displayed, you wouldn't necessarily have a good assessment of their skills.


My examples might not be terribly good but it would add a lot of depth to our characters and give us more chances to develop unique varieties of skills.



Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Manteena
Thu Jan 22, 2004 11:13 am
#133

IMPORTANT FIX FOR NEWBIES:


The tips on the loading screens are extremely old and misleading. How can you hope to keep newbies in the game when the get false information about the game everytime they load it or travel? Earlier today I was informed that items not isured will be left on the body. There can only be a couple of hundred tip-pages. I bet any one of the veteran players could get them fixed in a couple of hours, so you developers should be able to do it if you put your heads togeather


(Someof the pictures are misleading to but only a couple of them.)




-------------------------------------------------------------------------------------------------

Jalden Darkfly - contract miner on Eclipse

Vendor "-PRO MINERALS by Jalden" at 3876 -2156 Corellia, close to shuttle "ECHO Base".

Unrealities of Mine - Roleplaying, larp and boardgames
Buni
Thu Jan 22, 2004 12:07 pm
#134

Two words: "Droid Invasion". Where is it? When is it? Afew bug fixes this month doesn't count as an invasion, lol.


There is still a lot of back and forth between us (the DE comunity) and you (TH and the DEVs). I think opening a disscussion about the role of Droids and DEs to the general SWG player base would be healthy. Let's get a less biased/angry opinion about the sticky issues of Combat Droid CL, Droid certs, Droid Handlers, and mini-skill trees for Droid handling.



-Buni
Kauri
Winner: Player of the Year 2003 - Droid Engineer (for Kauri server)
Xeranx
Thu Jan 22, 2004 12:50 pm
#135






PhoenixOrion wrote:
SWG takes place during the Original Trilogy. As such. Jedi will NOT be as prominent and if you want alot of jedi, go play Jedi Outcast, Jedi Knight or Jedi Academy. Or even Knights of the Old Republic. People work hard (or some do) to open their FSS. The devs aren't just going to HAND you a FSS and say "here you go!" - if you expect handouts, go play another game.




Starskin wrote:
hey, after looking at the website over at lucasarts.com, i noticed the high profile that you are giving Jedi in the game. i was thinking, that you might want to make Jedi more prominent in the game. i know previously that there have been several breaks in continuity for the sake of smooth game play, game mechanics, or just plain fun. Now i ask you this: PLEASE SERIOUSLY consider making Jedi more prominent in the game for the sake of fun and interest. there have been Jedi on Eclipse for a long time, and i STILL haven't met one.

I think there have been many Jedi for some time, and many complaints for just as long. i hope in my heart of hearts that you guys already have some major change or revamp cooking up for us with respect to the Jedi. i think that this might be a great time to either drop a hint at it, or tell us that you're GOING to start changing/revamping. ESPECIALLY if you are going to sell them this hard to new players.











Sorry to say, but the devs are pretty much spoon feeding us the slots. Now it all depends on whether you want let the spaceship come in for a landing or knock it back into their faces.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Xeranx
Thu Jan 22, 2004 12:54 pm
#136






Starskin wrote:
i always thought that it would have been really neat to be FS and have other skills, and said so when they announced that they were going to make all FSCS only jedi all the time. not to whine about it, though. they said it made the jedi TOO out of balance, and i can see the case there. i don't know if some sort of movement in this direction is the key to game balance or not, but it might be worth considering! ^_^





I thought the very same thing and I would have preferred it like that especially if your main character was to be able to walk down the path to the light or dark side. The way it was presented is a far cry from the way it's actually being played out right now. It's so disappointing that the recent holocron I got is sitting around waiting to be sold as I could care less about being a jedi.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Maarek_Steele
Thu Jan 22, 2004 2:32 pm
#137

Any comment on the timeline for new professions, such as the Vehicle Engineer or City Planner? I'm assuming that publishes 6 and 7 are going to be mainly improvements, bug fixes, and GCW-related issues, but are we looking at publish 8, 12, etc. for the next ones to come in?


*crosses fingers for 8*




Saliim Dignoblus: Starsider's resident pole-swinging, droid making, PhD fish

Sto-pri "Sto" O'fafo: Someday, Tarquinas will get another master musician. Some day.

ButtercupM
Thu Jan 22, 2004 2:45 pm
#138

Ok, i have a suggestion for the imfamous "Jedi". First, i think that permadeath is a little harsh. Second, death has to have a consiquence, and it has to hurt more the farther up you get. I think the solution is to make he loot system work, when an animal kills a jedi they should have to go back, and get all of thier stuff, and if someone else finds the corpse, they can loot the stuff, with, or with out consent. This means that when/if a Bounty Hunter kills a jedi, they get to keep the saber, and all the other stuff as a prize, and a burn to the jedi. This will force a jedi to make a new saber, if they area master jedi, this will require ALOT of rare, or expensive resources, if the jedi is lower, like just started, then it will only cost them a little bit of those resources. Another way that can be used in conjunction with the looting ability, is loss of xp. From what i hear the jedi xp is very tough to get, I believe i when a jedi is slain if he/she loses all xp (not any skill boxes, jsut the untrained xp). The potential damage is also ever increasing as the jedi progresses. I think these are resonable solutions to the issue, and that a comlpete wipe of the jedi's account is very harsh, i myself have not experianced this, but believe it would bother me alot. Thanks you for your time, please consider this solution.


Jedi Wannabe,

Buttercup Mabano

TygerBlueEyes
Thu Jan 22, 2004 3:00 pm
#139

Is it just me? I just think its 'classic' that they forget about smuggler and now thats its up its over 8 pages long.


It just so much reminds me of beta.



So has anyone heard of a time frame on updating Smuggler? It was about 6 months ago that smuggler was going to get special love, anyone remember? lol


We got it alright. Peanut-Butter.





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
isotropy
Thu Jan 22, 2004 4:13 pm
#140







Ok, heres my point. You guys and gals have great ideas, but the one thing your missing is that everyone is bored with only being able to pick between crafting and fighting. These skills need to be separated; combat and crafting just like in Horizons and other games. Come on, it only makes sence if you keep adding professions then it will make things hard to get because no one will want to be a crafter and half ass everything else like fighting. People need change, why not separate crafting and combat skills so if we get bored crafting we can fight.........What a great idea!!!!!!!!!! Why has no one else thought of it? Beats the hell out of me. Also a little side note quit nerfing everything and taking the easy way out,just make everything in game more difficultso you can get thebalance your looking for. As of right now though the profession system is just way to boring and having to give up abilities to fight just to craft or the other way around is just plain stupid.
HumanRebJediMaster
Thu Jan 22, 2004 5:29 pm
#141

Well...for my part of In-Concept i just had a few little tid bits of cool little ideas i thought would be a neat and creative feature to have in SWG. Its not a need...its just something to help the roleplay perspective and make it feel more star-warsy i guess you could say. So here it goes =)


1) 2 Seater X34....that thing is slow...and i think it would be good to have it as a 2 seater since its slow and affordable. I think that would be a cool little feature to be able to have someone sit with you and you could drive them around and such or just help a friend get somewhere and they dont feel like paying for shuttle port and your bored.


2) Drinking Animations would be cool. The cantinas are AWESOME! Its a great place to hang out, heal up, talk to people, and meet up with people. Now...if you could sit at a bar and lets say you have a Jawa Beer...or better yet...you ORDER a jawa beer from a BAR TENDER...i think that if you open your inventory and hit ctrl I and double click on the jawa beer (or just "use" it) there should be an animation of you lifting the glass up to your lips and showing you taking a swig of it or something like that...i think that would just be cool!


3) this goes along with drinking but...DRUNKNESS!!! Come on...its funny to watch people try and talk after too many beers and them talklike "Jafids dkl kewla" . I think that would be another cool feature...once again to help the role playing aspect a little. I just think it would be fun.


4) Food? Yummy. I dont have a strong emphasis on this as i do with drinking but...i think having a food animation of some sort would be cool.




PS: Maybe if you use a drink you could set it on a table and you could sip it or something...i dunno...i just think it would be fun to go into a cantina...order a bar from the bar tender...sit down...crack it open...set it on the table...and sip it (with animation of sipping it)...order another...order another...repeat all the steps above...order another...BAM DRUNK AND CANT TALK. Funness!



- I Came back to the game BECAUSE of the NGE!
MrRiflemaker
Thu Jan 22, 2004 5:46 pm
#142

Another think I think this should go tooo allll professions is profession based missions suchas if a person in the pistoleer tree goes for a mission and i think there should be some cinimatic or music when you go threw a mission givin by an npc. Well anyway if a player given a mission and it shouldnt always be a mission to destroy a base or some such it should be like infiltrate the swoop gang base and rescue or steal a protype of a swoop and bring it back they should either be rewarded with a special new weapon coming within the NEW PUBLISH RELEASING SOON or the can recieve a hidden special ability of some sort. Another example for a smuggler they can do a mission per say they must sneak some materials needed in order to make a special tool for something by going into town and avoiding all guards which are on guard and on lookout for anyone they see supsicious and if the mission is completed they should recieve either a tool that especially slice something to a greatness to make it enhanced or they can recieve a special skill mabey aDIRTY INFIGHTING skill(which i will leave the devlopers to think what newskills can be gained threw a variety of missions besides such missions as destroy blah blah...). I think this will make the game a lot better and have tons of variety.

MrRiflemaker
Thu Jan 22, 2004 5:53 pm
#143

To Thunderheart:

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