Development Cycle Archive

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

Thryss
Fri Apr 23, 2004 5:33 am
#144


I'm relativley new to the game but one of the first things that bothered me was the travel system. I'm in total agreement with daltonj001's last point. The graph representing the travel network is very small I don't understand whycross-galaxy travel wasn't put in the original release. The current system is not friendly to frequent flyers. I would like to think that artisans would want to produce quality goods and to do that need quality materials which requires travel. It takes long enough just to find good deposits even on a speeder. The trip from Rori to Dathomir must be at least 20 minutes, running to and from terminals purchasing tickets, waiting for the shuttle, and waiting for the world to load. It is kinda neat to see everyone waiting in line to get their ticket punched but its something that I'd like to experiance once per trip.


Why can't we (at the minimum) purchase a ticket fromthe terminal we are buying the ticket from to any other starport in the galaxy? Of course some heuristic such as the cheapest flight path should be used to determine the final price. The savings in time would be huge, people would be flying all over the place!!! And in real life round trips are usually cheaper, why not knock off 5% or something.



- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
Trick-eld
Fri Apr 23, 2004 6:01 am
#145

Not sure if this is the right place to post this, but...


IIRC, the MonCals were the Master Shipbuilders of Star Wars. I would hope that the upcoming Space expansion would recognize this in some way. Maybe a racial bonus of +10 to Starship Assembly and Experimentation?







Trick (Ahazi) - Master Weaponsmith(12pt!), Master Merchant, Architect, Surveyor
- The Vendors of Elderhome, Naboo -
5685, 4500 / 5660, 4500 / 5790, 4565
Member of The Elders since 1999 / ...still gaming with one foot in the grave

Kirgaliss
Fri Apr 23, 2004 6:34 am
#146

Trick,

Although your point is valid, the Mon Calamari are excellent shipbuilders, there is another race that I'm hoping the dev's will include in the game as high class Astrogators and Shipwrights.


The Duros are briefly included in Episode IV during the cantina scene. Tall and lanky, they kind of look like your typial "Grey" alien except with red eyes and a variety of skin tones (Blue, Green, etc. Similar to Rodians). According to Star Wars canon, these guys were serious explorers and shipwrights as well. If I'm not mistaken SFS (Seinar Fleet Systems-TIE Space Superiority Fighter Designs), and KDY (Kuat Drive Yards-Imperial, Victory, and SuperClass Star Destroyer) were both started by Duros characters. Just a thought.



Kirgaliss
Fneegan
Fri Apr 23, 2004 7:05 am
#147

Warehouse Operator


. . . . . . . . . . . . . . . . . .


Storage seems to alwasy be an issue for crafters.


So, what about having a "Warehouse Operator" profession off the Merchant tree (or something like that)


1. Architects can craft the warehouse.


2. The warehouse would take 4lots. This gives this profession enough lots to own a max of 2 warehouses and still have 2 free lots for placing a private house and/or harvester - still giving this profession some flexability).
3. The warehouse(s)can only be placed in a player city. Mayor to determine tax. The players/renters who use the warehouse(s) pay maintenance/rent to the "Warehouse Operator" and the "Warehouse Operator" pays maintenance for the Warehouse/tax.


4. A warehouse could hold up to 2000 items in total. 4 separate rooms of 500 and you can only rent one room per warehouse. Players/renters of the Warehouse have total admin of thier rooms.


5. If the warehouse operator leaves the game or weekly maintenance hasn't been paid - an email goes to the renters that
rent has not been paid and the warehouse will totally decay in 4 weeks unless (intervention) the warehouse operator either pays maintenance or transfers the structure to another warehouse operator who will maintain it.

6. A warehouse cannot be deleted/redeed until the rooms have been emptied. A Warehouse Operator cannot vacate a "Paying" renter/player unless there has been no activity (items in or out of that room) withing the last 4 weeks.


Maybe as the game develops and the Space-X and more add ons that this may be useful


Just an idea


TDevout
Fri Apr 23, 2004 8:03 am
#148

http://forums.station.sony.com/swg/board/message?board.id=dancer&message.id=19790&page=2


Dancers need a fix, not a nerf. The proposed "fix" to the 30-second buff exploit adds an additional 2 minutes to an alreadytoo longbuff process. Please re-examine this issue and come up with something that doesn't screw the non-exploiters.
Getoc
Fri Apr 23, 2004 8:45 am
#149

Jedi population is getting out of control . no more hiding no more suffering when get killed because of no penaltys ... this is insane and its getting more worse every day



Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
Tavian_McMaster
Fri Apr 23, 2004 8:50 am
#150






Thunderheart wrote:




Tavian_McMaster wrote:

Do 25 page long petition threads deserve a comment from the dev team?


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=313455&page=25






Currently, in the design, you will need to open the slot to become a Jedi. Players will be able to do whatever they wish with both slots whether it is to attain some minor force sensitivites or work to have two Jedi characters.






I think you misunderstand... This thread was pleading with you not to make the change, not just to explain what change you intend to us again. We know the system, we want a justification, not an explanation...


There are a lot of reasons NOT to make this change, and so far no real reasons have been offered for it. I know it's a complete overhaul of a system that no one likes, but the new slot for your jedi idea (an idea which has been promised us since the inception of the game) is a good one and should not be tossed out with the bathwater.


For one thing, I wouldn't survive the first BH to cross my path as a wookiee with armor that has 0 stun protection. Everyone else gets 40% protection from composite. Maybe the new wookiee armor will fix this though. I don't want uber armor, I just want to have a shot in pvp if you are going to force pvp upon us.




Ceej - Eclipse

Creature Handler - Rifleman
Getter of Hides - Shop Location -330 -5500, just south of Coronet

The No-Main-Jedi Petition is currently up to 64 pages without a dev response.
NubisSerin
Fri Apr 23, 2004 9:30 am
#151

Add Chiss as a playable race!



- - - - - - -

Nubis Koth'ar
Starsider

"But it was so artistically done." - Grand Admiral Thrawn

MisterWizard
Fri Apr 23, 2004 1:20 pm
#152

Wish list items:


1. Make Merchant a novice skill. Many professions have needs to create vendors beyond artisans (medics/doctors, CM, smugglers, scouts/rangers, BE, etc.). Doing this will make it much easier for players to maintain vendors and allow you to enforce the problem with people obtaining then dropping Merchant skills without losing the benefits (vendors, advertising, etc.) -- a problem you outlined in the 19 questions/answers.The existing skills in the Artisan Business tree can be moved to Merchant. As for what to fill the available Artisan tree with... do the words "Space Expansion" mean something?


2. Give veteran players more skill points. Not a lot -- just one point every month you have your account. This will be a nice perk to players who keep their accounts, and will give people a little more of an inclination to keep their account if they decide to 'leave until the bugs are fixed' or 'leave until the space expansion.' Bonus points should be for consecutive months of membership. Even at this point, the most people would have would be about +9 skill points -- certainly not enough to upset the balance of the game, but enough to give a veteran player a few more points to flesh our his character or add versatility. You can optionally make it one point per month of a character's life rather than the life of the account, which may actually make more sense.





Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
Sal-TiVega
Fri Apr 23, 2004 1:21 pm
#153

What, if any, concerns do the devs have about empty cities? In the beginning these cities had a population an dsteady economy that was helpful to newbies when they logged in for the first time. Lately, the majority of the population hvers around coronet, theed, bestine. Cities like Moenia, that once was a very popular rebel hangout is deserted.


There is alot of game space in these cities and plenty of empty buildings that are not in use. One idea i had was to have master merchants have the ability to place a vendor in cities. These spots would be limited of course, and could be attached to quest driven stories of politics and business, and profession accomplishments such as #vendors placed on different planets, Player cities, etc. and sales those vendors produce.


Also, there needs to be a high end auction system in game for those players who dont have vendors, or always troll the forums. A big % of the population has high end items that arent going anywhere, like me =)


ty


Scito Itydo~Eclipse


Sal-ti Vega~Chilastra


Vicu
Fri Apr 23, 2004 5:53 pm
#154

SOMETHING MUST BE DONE ABOUT THE MASSIVE AMOUNT OF SPAMMING IDIOTS AT BUSY STARPORTS!


How many times do we have to crash or lag like hell each time we go to theed or coronet because a bunch of twits are shouting about "Low low prices, etc" just outside the starport?


Imagine people shouting advertisments at you at the airport, or public transit stations, gumming up the walkways and parking zones? There are laws against that kind of thing.


Starport areas are busy enough without a bunch of advertising morons, I regularly crash at coronet due to the crowding, getting rid of shouting morons would help a great deal, freeing up bandwith.



___________________
Violence for the people!

Vicu Bro'lya - Master Pistoleer, Master Fencer, Master Explorer, Rebel Colonel and Ace Pilot
Aski
Fri Apr 23, 2004 9:39 pm
#155


Howdy folks


I haven't posted here often, but i do check this place out quite a bit.


I've created this thread to talk about the benefits of how WEG ran their SW RPG vice the SWG system that is in place. I'll admit, there are a lot of similarities, and this is a good thing imho. However, there are differences that would keep SWG from being the best MMORPG ever made.


Ok, lets begin (warning, should be a long post)


First things first, classes. SWG keeps this flexible and allows multiclassing, this is good no doubt. However, with the WEG paper RPG of Star Wars (WEG = West End Games) they used classes even more loosely. All a class was in WEG was a starter template. What I mean is, by picking your race and starter "class" you started with certain items, skillsw/ skill levelsand cash amounts. For example (for those that have the books, no I'm not quoting the book) a Politician might have lots of fancy clothes, lots of contacts,a protocol droid, really good cash but might be lacking in the combat department. He/she mighthave great diplomacy and people skills but might not be that good in a fire fight. A Fighter Pilot would start with an R2 unit, a flight suit, a blaster, a small amount of credits and maybe that's it. Sure he might not have the education of the Politician, but he certainly has the skills to protect said politician. Then you throw a young jedi in there. Sure he's got his robes, a couple of force powers, enough credits to buy a bantha burger or two, but he's got his work cut out for him. His skills might be a mix of the previous two, but he does have a way to go before he/she can truly consider themselves a Jedi.


Still with me? So far we've set up three seperate classes. Now, where do we go from here? In SWG, you could learn X number of classes or a mix there of, as long as the skills points were within the 250 point limit. If you ran out you cashed in one skill for another. In WEG, there was no limit to the skills you could learn, and if you had the patience to do so, could learn every skill in the game. Now, some (if not all of you) are saying that's ridiculous, but first give me the opportunity to explain how you get said skills. To do so I would also have to explain how the skill system works.


In WEG, certain "Classes" (from here on in I'll call them templates) had certain skills to start off with. This was good. The skill level was shown by how many D6 (6 sided dice, just like in your monopoly set) you got to roll for that skill. For example having a skill of 4D Blaster Pistol was better than 2D. This meant you rolled 4 dice instead of 2, thereby having a much better chance of getting a higher number. So lets say we start off with 4D blaster pistols. Hold that thought for now.


Now to explain the skill point system. In WEG there was no experience points per se. You didn't get exp for killing a mob. You didn't stand around a yard and kill womprats for the sake of killing womprats (like some of our AFK players like to do). Instead you did missions or tasks for people. This usually involved infiltration, espionage, combat, diplomacy, tech skills, etc or a mix of all the skills combined. You recieved said mission and had certain objectives that had to be met (deliver X item, keep Y alive, kill Z, don't get caught, get plans to Project A) and if the objectives were met, then you recieved skill points. To put it into perspective, if you did a missions and had gotten 6 skill points, the GM was being generous. The point of this paragraph was to show that you got rewarded for actually doing something other than shooting random yard trash.


So, back to our person with 4D blasters. He/she (say he for now) is a bounty hunter. They want their blaster pistols skill higher. So they want to increase their skill higher than 4D. Well, what happens? Simple, they take the skill points they've earned and use them to increase the skill level. Each skill level starts out with a dice (4D in this example). If they raised it up one level, it became 4D +1. Raise it again it's 4D +2. Raise it a third time and it's now 5D. To raise a skill, it costs however many current D there are in skill points. So, to go from 4D to 4D+1 it cost 4 skill points. To go from 4D + 1 to 4D +2, another 4. From 4D +2 to 5D another 4. Then to go from 5D to 5D+1 it would cost 5 skill points.


How we doing now? So far so good? Ok, now some of you are thinking, is that all the points that are needed? Well, remember what I said about those missions. 6 points was usually the result of an overly generous GM. Was there other uses for skill points? You betcha.


We have attributes in this game, but for now, due to the extreme distance between the SWG and WEG systems, I'll leave out how in WEG you could permanently increase stats (to a certain limit) by spending skill points (lots and LOTS of skill points I might add).


The other way to spend them was to use them to sorta "buff" your roll. Lets go back to our bounty hunter. He had 5 points to start with. He used 4 points to increase his skill from 4D to 4D+1, leaving him with 1 point left. Feeling all mighty and powerful, he goes out to hunt. He comes across a person in heavy armor. Concerned he won't hit him, he decides to use his remaining 1 skill point to buff his roll. What this does is allow him to add 1D per skill point on that roll, and on that roll only. After that shot is made, good or bad, the point is gone. So, to retrack: Mr Bounty hunter increased his skill and has 1 point left. He finds a target and decides to fire, but uses his remaining point to aid the attack. So, instead of rolling 4D+1, he'd roll 5D+1, but just for that one shot.


Now, what happens when our bounty hunter wants to learn a new skill? For example, he discovers he's force sensitive (Yay! a cost of 25 skill points.....yep, ouch). He now wants to learn the ways of the Jedi. First off he has to find a training (same as SWG). So he's found his trainer, and he wants to learn Lightsaber combat so he doesn't turn himself into sushi. People might be saying "Whoa! But Jedi can't be Bounty Hunters", but remember I'm saying get rid of the classes and just keep the skills, with no limitation on what skills you can learn. To get back to mr Force Sensitive, for him to learn his skill from the teacher, it is going to cost him double the skill points to learn the skill starting off, which would be 1D. So he spends 2 points. Then it's 1 point for 1D+1, another 1 for 1D + 2, and a third for 2D. Then 2 for 2D + 1, etc etc. As you can see, these processes eat up skill points like crazy. Could a person learn every skill in the game? Quite possible. Would they have the patience to do so? Wow, that's a good question, you're talking years of work here. This system encourages people to stay within their template, but if they want another skill bad enough, they are not limited in how they get it, other than how hard they are willing to work for it.


See? Useful eh? Benefit of this? You'd see a LOT less AFK grinding and people actually playing the game. You'd also see people customize their character even further, but would be aware that if they go crazy on the skills, it will take take them forever to get to a decent level, allowing them to think harder on their current skill set. The skill points are given as a result of proper content, not just be shooting random wild life.


Another topic that drives me crazy is the armor. Armor is nice, and though applicable in some situations, I'm sorry Composite armor just takes away from the over all feel of the Star Wars universe. This is where skill enhancement (like dodge for instance) can be enhanced with skill points, there by decreasing the need for armor. (IE: one person rolls 4D to blast person a with a blaster pistol, person a rolls 4D + 2 for dodge and beats the original number, thereby making the dodge and recieving no damage. Can armorbe worn? Sure it can, but it functions as an augment to the character, not a crutch. It also may increase things like your body attribute, but might decrease things like dexterity which would then affect their ability to dodge damage.


There is more that could be said, but I'll leave this at this for now. If you ever get the chance to sit down with some Star Wars West End Games 2nd Edition books, by all means read it and enjoy it, you'll see what I'm talking about here. There is some MAJORLY awesome content in that RP. Any comments?



Aski
Warrant Officer I
"Pit Viper"
DiVAS
Deadly Viper Assassin Squad
TKM, Master Swordsman, Master Brawler
Ex Master Artisan, Ex Master Marksman, Ex Master Carbineer
Novice Medic
"Lead, follow or get the hell outta my way!"
Aski
Fri Apr 23, 2004 9:46 pm
#156

MY apologies for the double post



Aski
Warrant Officer I
"Pit Viper"
DiVAS
Deadly Viper Assassin Squad
TKM, Master Swordsman, Master Brawler
Ex Master Artisan, Ex Master Marksman, Ex Master Carbineer
Novice Medic
"Lead, follow or get the hell outta my way!"
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