Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

Jekkra
Wed Jun 30, 2004 9:28 am
#144

I like the AFK filter we have now...its a very nice fix to the horrid spam lag. But it got me thinking of another idea....


Perhaps advertizing boards can be introduced to the most traveled star / shuttle ports. That the merchant canput up his waypoint and maybe a few examples of what he has for sale? Like an "examine" box for everyone to see. Be a good money sink me thinks...pay more for certain spots...put the boards up in the cantinas, med centers...etc.


yay or nay?



Jekkra "Da Carpet"
Master Throw Rug.
Master Poophead
Master Chicken
Spook333
Wed Jun 30, 2004 10:14 am
#145

The crack down was great to show that smuggler dealed in illigal stuff, and making smuggler almost useless untill smuggler revamp . So how about intuducing the scorch.


Have a team of dark Jedipass through ech city at reandom interwalls and "scan" people to check if they are Jedi. If they are they get a big fight with those dark Jedis. Oh just to be sure that the scorch dont become a loot them attraction coming to town, let them call in reinforcement if others interfere so each player that fight get a nice little team of scorch for themself. No need to be a miser when it concerns those Jedi.


Oh, yeah.... Try to get that smuggler revamp going sometimes yesterday, or at lest make spice better in wait for revamp. There is no way normal food should have better effect then spice. With the cheff boost the spice should at least be a number of times better with greater duration then it is now. That should not be to hard to fix for you untill you have time for the entire smuggler revamp.
Spook333
Wed Jun 30, 2004 10:20 am
#146






Saratoga wrote:

I would like to see some way to continue to grow our characters. Once a toon is at master there is nothing left, but to try a new profession. I think the solution to is to give characters additional skill points every month. I think 2 to 5 points a month would be ideal. You will meet two goals:


1. allow players to grow their characters instead of being stagnant at the end state.

2. reward players for staying in the game. The timer would have to be based on the time an account is active.


Side note: Stop the xp loss when a character retrains in a profession.






If you EVER concider this...........please keep it down to no more then one point a month active play.
Spook333
Wed Jun 30, 2004 10:28 am
#147






Gavvot wrote:
In the movies, Jedi train themselves with small droids.
Maybe we could build those.

Now that we'll have loads of public Jedi all around, there will be a market.

Dunno really how to use them, or what they could do, but I think there is something to make here.

And a BH meeting a Jedi in a DE shop where they both buy droids would be really fun to see






Yeah, I can see that Jedi and BH in the DE shop....


:Why are you looking at those Jedi droids


biwan: /use forcepersuation) I did not realy want to buy that droid....


(mechant): You do not want to buy that droid.


You do not want to boy that droid.


biwan: (to merchant): Hey I want to buy that droid.


So you do want to buy that droid?


ZAAAAP


Spook333
Wed Jun 30, 2004 10:51 am
#148






Cambylobacter wrote:

As a player proud to be a Master Ranger, it would be nice to have some working skills:


- We have forage.... er... okay

- We have camps.... I'm not convinced they do anything

- We have traps.... that by and large are useless (that's specifically the Ranger ones, not Scout)

- We have rescue.... Move along, move along

- We have tracking.... except most spawn doesn't even appear until you're within 50 metres, or more commonly, till you've already found nothing and gone past them

- We have mask scent.... that's just about okay

- We can harvest.... barely more than a scout can

- We can camouflage.... that from my experience ends up attracting mobs rather than concealing us from them


A lot of us are resigned to not getting any kind of revamp for "many" months, and it is a real shame. Can we get news of when we can have something that justifies 63 skill points, and bearing in mind that we will get no revamp in 2004, can we have something for now, even if it's just a harvest % boost.




They should really add better bonus fighting creatures in the tracking skills.This skill should add something like +10 vs creatures each level, a armor piercing bonus -5% on creatures armor each level and -10% as master. They should also add some ranger weapons that have acceptable damage, not the best but better then basic profession weapons (could be something like the highest rifle/carbine/pistol with a damage bonus vs creatures only).


Oh and remove droids and vehicles from animal section when tracking and place them in person or a section of their own. You also could add a nice little text that tells us max range for our tracking, and at master allow us to track specific animals of choice. So if we want to track down a rancor, we will get a direction to a rancor if they are within something like tripple the distance we can normaly area track.


Trapping needs a lot better traps that combines effect of the scout traps but have greater effect. As stunning and trapping in place, or dizzy and stunned that actualy works. At higher level the traps should have more then 2 effects and master trapps might have 4 scout effects at greater efficiency. OH, and make sure those ranger trapps actually works if you place them in the game.


Keep increasing the mask scent skill and reduce effect of it on some animals (like have mask scent at -25% vstusk cat, and some animals having even better chance of discovering those masked). Would be nice if rangers actualy could move a bit faster with this skill.


This leave the survival skill I guess. Please make more different camp so we at least get a new one each level, and make them more effective. And master ranger camp should definitly allow a lot of things you normaly have to go to a city to do, like allowing dancers/musicians to remove BF. Have proper defencive capabilities on the camps that improve as well, like a small gun that uses threatening shoots to drive away attacking creatures (and make that gun bigger as camp becomes bigger).


BruSwillis
Wed Jun 30, 2004 10:52 am
#149

Ok we have all seen Clone Wars
We all loved it and it proved a massive hit and is now entering it's 3rd season.
Well you remember when Mace Windu was fighting the Seperatists on Dantooine and was being watched from afar by a yound kid and when Mace came over he gave him a drink. Well that kid has a background, here's what I found on starwars.com:





starwars.com wrote:
For ten generations, the Sylo family maintained a large farm in the outback of Dantooine Griggen and Tashna Sylo worked hard to harvest tritacale and yot beans, supplying a larder to feed their family of seven children, as well as to sell offworld.

The youngest child, Paxi, was the daydreamer of the family. The quiet soft-spoken child would sketch quietly on his datapad or on spare flimisplast, doodling tales of heroic adventure on distant worlds. He had heard fragments of stories of the Jedi Knights, and how they were engaged in an epic conflict called the Clone Wars, but Dantooine was so far off the beaten path that such stories might as well have been fiction.


This all changed one fateful day when Paxi was nine years old. The Confederacy sought to gain a foothold on Dantooine, to further the protection of nearby Muunilinst. The Jedi responded by sending one of their greatest warriors, Mace Windu, with a clone army to repel the Confederacy.


Paxi watched with awe as Windu and his troops defeated the Separatists. He was spellbound, and for the next few weeks, his doodle-datapad was filled with crude illustrations of Mace Windu single-handedly destroying a seismic tank. It was all the young boy could talk about.


History has lost track of whatever became of Paxi Sylo. By the time of the Empire, the Sylo farm had been completely abandoned. However, at the height of Palpatine's New Order, a bootleg animated holographic video file began propagating in the shadier parts of the HoloNet. It depicted the heroic exploits of Mace Windu on Dantooine.


The Imperial Security Bureau did what it could to stop proliferation of such a treasonous piece of media, but it gained a cult status among would-be Rebels. Though the holovid is unattributed, the style does match up with the early illustrations of a young Paxi Sylo.















This opens up loads of content, missions, quests, loot could be this kids pictures paving the way to us having pisctures/statues of all our favourite Star Wars characters that are no longer in this timeline. These could be highly illegal and any Paxi Sylo artifacts caught on your person could mean heavy fines ect.


Bru






_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

PSK
Wed Jun 30, 2004 11:36 am
#150

Right now I feel that all the brawler elites are WAY too powerful. On average, a ranged fighter does less damage and can take less damage. How many brawlers have you seen in the star wars movies or read in the books except jedi and teras kasi (which were supposed to be rare)? I can't think of any off the top of my head. Sword/pike play had died out in the star wars universe ... so there should be very few brawlers in SWG, or they should atleast not deal more damage than ranged fighters.


Here is one idea of how to solve that problem:

* Ranged fighters deal a lot of damage, but cannot absorb much damage.

* Melee fighters absorb a lot of damage (and their specials are based on this), but cannot deal much damage.


I think this is much more realistic. In PvE we would start seeing group dynamics again (I mean, this is supposed to be a multi=player game, right?) because a brawler wouldn't be able to do enough damage to large creatures to kill it on their own, but a ranged fighter wouldn't be able to stay alive long enough to kill it. PvP battles would still be matched because the brawler would absorb the large amounts of damage dealt by the ranged fighter, but would inflict smaller amounts of damage allowing the ranged fighter to live longer.


I would also like to see all battle classes other than marksman and brawler become quest based. This would help prevent people from grinding out an elite battle class in a day. It would also make the game more interesting.


I would also like to see they way skills are gained completely redone. Here is a short attempt to discribe how I would like to see it implemented:


* There are two types of experience, general class XP and special attack XP.

* Non-combatclasses only use general class XP (i.e. armorsmith XP, weaponsmith XP, etc.all fall under the general XP category)

* Combat XP is split into two types: general XP that can be used to rise through the ranks and special attack XP that is granted for using your special attacks. Each attack has it's own pool of special attack XP (i.e. head shot XP, mind poison XP, body shot XP)

* Normal attacks in combat grant general combat XP (i.e. unarmed XP, rifle XP, etc), but when specials are used, 1/2 the XP gained goes towards general XP and half towards the special XP (for example, if you used head shot and got 300 XP for it, you would get 150 rifle XP and 150 head shot XP). The higher the special attack XP for a given special, the better it would work (rifleman A has 100 head shot XP, rifleman B has 5000 head shot XP. Rifleman B would do much more damage using head shot than rifleman A).

* General XP is used for rising through the class ranks. Special attack XP would be used for increasing the power of that specific attack.

* This would create a large difference between two players with the exact same classes because they could specialize in different special shots.

* All redundancy in specials would have to be removed (no more /headshot1, /headshot2, /headshot3 ... only headshot with the power defined by the headshot XP)

* There would no longer be any 'weak' moves in the game because everyone could power that move up to whatever strength they desired.


Sorry, I know that was a bit redundant, but I just wanted to make sure I got my point across.

PSK
Wed Jun 30, 2004 11:44 am
#151

Oh, one more thing. Create a Advertisement/spam channel. Make it against the rules to spam in spatial. That way, if I want to reads ads for vendors I can in the spam channel, but I can still have a conversation in coronet over spatial
Spook333
Wed Jun 30, 2004 11:57 am
#152






ComCypher wrote:



5.) Battle fatigue food—A new food should be added that, for a certain duration of time, protects the player from incurring any battle fatigue while in combat.


7.) Punishment for saying "slice" or "spice"—Just like you can expect a fine and a slap from an imperial for saying "long live the rebellion" in public, it should also be illegal to say the words "slice" or "spice". This would require smugglers to keep their business to either tells or empty back alleys.


8.) Trade window slice—Now that image designers even have a secure means to perform business transactions, it makes sense that smugglers should be able to slice some goods without fear of not being paid or the customer fearing that the smuggler will run off with the item. The solution would be to adapt the current trade window to allow smugglers to slice directly from there, and the moment the slice is complete the money would be paid and the customer would receive the item.


9.) Container keys—Every container that is looted is locked and can only be opened by a smuggler. The description of a container even says it could be opened if it had a key. I suggest that keys be dropped by NPCs as well, except these drops would be somewhat rarer than container drops. Any person who has a key and a container would be able to open it and retrieve the…stone knife inside with little trouble. One argument against this is that it might take business and xp away from smugglers, but as I said the key drops would be somewhat rare and smugglers would still need to be consulted for the remaining containers when the keys are used up.


10.) Make diseases contagious—This would add an interesting twist to disease attacks, because if a diseased person comes within a certain range of an other player (say 5 meters) then that person would also become infected. The disease would still be healable by doctors but they would likely have to heal themselves immediately afterwards. The disease would have a lifespan of about 15 minutes, and once 15 minutes are up everyone who was infected by that particular disease would be healed again.


11.) Fuel for vehicles—Instead of having vehicles decay during use, a fuel system would take its place. A terminal could be added to garages which sell fuel canisters to use on vehicles. Some vehicles would be more fuel efficient than others. Fuel would be deducted mostly while the vehicle is moving, and would drain slowly while the vehicle is idle.


20.) Prohibit large pets from entering buildings—Self explanatory. I for one don’t like to see AT-STs or Kimogilas walking around in structures with 8-foot high ceilings. This would also change the dynamics in dungeons such as the Corellian corvette, where these pets are currently allowed.


30.) Faster healing during meditation—Sitting in a meditating position should heal damage slightly faster than sitting in the regular fashion.


37.) Crackdown relocation—Currently massive stormtrooper patrols are located in Kor Vella and Mos Espa. I believe they should be relocated to cities that are better understood to be Imperial in alignment. The Kor Vella force should be moved to Bela Vistal and the Mos Espa force should be moved to Mos Entha.


41.) Entertainer missions to cantinas—The current entertainer missions require the player to perform for some NPCs in the middle of nowhere. This is fine for lower paying missions, but there should also be higher paying missions that require the entertainer to perform for a certain amount of time in cantinas, hotels, and theaters around the planet. This would serve the latent purpose of bringing entertainment to cities that are usually empty, and would also make use of the buildings that are also usually empty (hotels and theaters).


46.) Apartments—This idea would surely bring life back to the currently unused NPC cities. Some of the buildings in every city would be revamped with interior artwork containing several apartments. A player could rent an apartment for a not-so-cheap fee, depending on which city it is (Coronet for example would be very expensive). There would be no decay if you fail to pay the rent—you would be kicked out immediately and all of the items in the apartment would (perhaps) be deleted, thus opening vacancy for a new tenant. Apartments would not be able to be set public by the tenant, although people could be added to the access list.





5) Should be a spice. Cheff have enough stuff as it is, and smuggler definitly need something interesting among spices.


7) Hope this can wait untill smuggler get that revamp. They are as stomped on as can be as they are at current status of functionallity.


8) A very good idea....why did not I think of that.


9) On the other hand this is a very bad idea when smugglers HAVE to splice grind theseto get splicing skill going in beginning.


10) Please dont make disease worse. It is the one thing I realy hate in this game. Not to talk about how unfun it must be for newbies getting diseased by one of the few newbie creatures in the game. No newbie creatures should give disease.


(11) A good idea how to fix that bothering problem with decay of vehicles with burning vehicles everywhere. Much better to have to pay for fuel then repair all the time.


(20) I think that we should not be allowed to take in mounts etc into canteena. Of all pets only entertainer droids should be allowed in canteena.


(30) Good idea. Just add the meditation skill to regeneration speed. Might be good if it was described a bit better ingame how good the skill is for you. As it is now the skill tree mostly say it add bonus to unarmed combat, while it really gives meditation bonus when you check skill box.


(37) Crackdown ashould from time to time (maybe one random day a week) come to all cities. The rest of the time they should be in the strongholds of Imperial control.


(41) Entertainer missions DO tell you to go to random canteena/hotell/theater and perform. They just pay so badly that nobody takes them. Why spend 10 min dancing in a random city and empty space for 200 cr? They pay need to be set for each time intervall instead of just for the mission. Let say it pays 500 CR for each 10 min, and a maximum of 20 min. These two values should then be increased by skill of performer so that it might max out for a master Dancer or Musician to 2000 for each 10 min and max 60 min. As a novice pistoleer my entertainer can easily do a 2000 cr destroy mission in 10 min, so I dont find this very high payment for a master Dancer or Musician. We can then take an entertainer mission to a nice Canteena/Hotell/theater and be sure to get some credits while we entertain (some people still have not understod that you should tip entertainers )


(46) A very good idea I hope they allow one day. They could add a elevator that take you to your appartment, and allow people to see who lives in the hous. When one enter elevator you use the terminal and get a list on who lives in the house.

sirkillalot11
Wed Jun 30, 2004 12:42 pm
#153

ok you guys did a bad job on the dark trooper

1. there are 3 differnt typs of dark troopers

2. there more power full then ATSTs or ATATS

3. there black not white


PLZ re do dark troopers go to barns and nobel and they have a star wars book on droids and dark troopers and RPG books on star wars

o ya the 3rd version of the dark trooper hase a jet pack!

YOU MUST REDO DARKTROOPERS
PSK
Wed Jun 30, 2004 1:05 pm
#154







Bazaar and the Yellow pages: The bazaar is great. However, we need to put the emphasis back on the player merchant. But it is simply impractical to have to fly all over the galaxy, visit the thousands of vendors in hundreds of cities often to be met by a vendor that is unstocked. Encourage competitive pricing and help fight inflation by having a system by which ALL shops items are listed centrally with all costs and associated information. We can shop centrally, a-la-internet, and be able to find the things we need at a reasonable price.






And maybe for the lazy shopper who doesn't need the item right away, you could have 'shipping'. It would cost a few bucks more (another cred sink) and the item would appear in your inventory in 3-5 days ... 2 if you paid more. It should cost more than buying a ticket to go pick it up.

Lagon_Flood
Wed Jun 30, 2004 3:11 pm
#155


All changes aside (ie. the armor and weapon delay) the bigges tchange that hurts me the most is the Non-Tef'd Jedi. Now I can understand why they did it with the clone camping issues and people griefing them. Now for the Devs to totally remove it was unfair. The Jedi now have absolutle no reason to live in fear or hiding. This totally detracts away from what Yoda and Ben Kenobi were doing. So does this make Ben and Yoda cowards from hiding from Vader, well it must because I just saw 20 Jedi in Mos Eisley. I think the Devs should meet us half-way, remove Jedi Tef's while the Jedi are out in the wild, away from public eye, and allow Tef's while inside the confines of a city to keep these Jedi's from having the urge to proclaim themselves. There is supposed to be Galaatic Civil War going on...Vader has supposed to have vanquisehd the Jedi. This makes Vader look like a complete failure. " Hey Lord Vader, you missed about 75 Jedi in the coronet starport just now". I read a post ealier where a guy was hunting, and had Stormtroopers shooting with him, and he was a rebel. There's something wrong with that.


Thunderheart, Devs, Q-3PO, Sony Online Entertainment...I implore you, no..I beg of you....please, out of all the issues dealing with continuity of this game and with the Star Wars Universe, please, please, plese do not just throw this issue to the wind.


Thank you for reading,

I still hope,

Logan Flood



StarSlider Technologies, Located NW of Mos Eisley at 2700, -4212
Virgil Grissom - Master Shipwright/Master Weaponsmith | Lagon Flood - Jedi Padawan/Master Rifleman
Free Reverse Engineering Services! - Custom Crafting Available! - Send Email or PM for Details!
EemteePwamyss
Wed Jun 30, 2004 3:29 pm
#156


Not Only am I a Cute Rodian Bounty Hunter Gal, but I also play a rodian armorsmith named Neer Myss and I think I'll throw my 2 cents in if it is okay.


Things we need as armorsmiths:

1. More selectable art for Composite, Ubese, and Paddedarmors so as to create different styles. The art could be selectable on a dropdown menu like with certain weapon components weaponsmiths get to make. Just because it is Padded or Composite doesn't mean it has to all look the same. Ubese especially is made to fit it's specific wearer, though that wearer is more commonly Ubese =)


2. I realize the Bone, Tantel, and Mabari are weaker armors but they all should have more layers available to them. I think these armors have a certain style actually and prefer their look over composite armor, I just wish they could have some value other than looking good. Bone could have more selectable art too.


3. New armor types: Blast Vest, Chestplates, Helmets: The bubble like helmets from Episode IV worn by everybody (tons of helmets are needed for variation)


4. Race Armor. Every Race has it's own environment that it evolved in. That said they should all have their own armor types for their particular race. Example: Twi'liks come from a world that is so harsh that one side of the planet will freeze you and the other fry you, Twi'lik armor should protect against such things.


5. Quest armors: Quest armors are cool, but can we please not have to kill every dangerous creature in the galaxy, PLEASE =)



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Holocrons are trophies me keeps in me den as paperweights.
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