Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-12-04)

KhalibanMoore
Sat Apr 10, 2004 2:04 pm
#144

The call is out to nerf the TKA. This is a mistake. It is the most balanced and effective combat profession in the game. Use it as a guide for the revamp of the other prefessions.


That begs the question, "Should all combat professions be exactly like the TKA?" No, of course not.


The weapon specific professions, Rifleman, Pikeman, etc., represent playstyles. This is a questions that has bugged me for some time. What is the real difference between the weapon professions? Right now, its HAM pool. That's a mistake and I've mentioned it before. The difference should be player type.


Look a first person shooters. They regularly cater to three primary play styles; run and gun, stealth, and tech. How do these apply to SWG?


Run and gun is obviously the Carbineer. The more amutintion the better. AoE attacks and lots of them.


Stealth is the Rifleman. They need some type of hiding skill.


Pistoleers are the tech group. The pistol is traditionally not your first choice in a major battle. Pistol is about defense. Don't get hit. Disable your opponent long enough to run. Use your other skills to accomplish your task.


Fencer is also about defense, but it is also close fighting. Combine Fencer with Pistol and you have the ultimate street fighter, high defenses, quick attacks. Fencer, knife in particular, is also about stealth. Give the Fencer stealth bonuses, stack it with Rifleman, and you have an ideal assassin.

Swordsman and Pikeman are more difficult to figure out. A massive single attack or a moderate AoE attack. I see no clear parallel, but both are an excellent compliment to other professions. Like TKA, they need the right balance.

Tinkergirl
Sat Apr 10, 2004 2:25 pm
#145

Books/Datapads.

Allowing players to craft, write in, lock down and mass produce written materials.

Books/Datapad Design Proposal in Core Concepts Forum

Please take a look and consider it. Thanks.



Books/Datapads, Photography and Libraries.|Game-Bases - Craftable Deathmatch etc.
Pazaak - Make and Play In-Game.|Solace Outpost - Story Arc Example.
Particle Emitters - Bubbles, Smoke and Sparks.|Sitting Vendors - Cosmetic Mini-Proposal.

Miriki
Sat Apr 10, 2004 2:39 pm
#146




You know something i've been wondering for a while now? Why doesn't Planet chat work? I can pull up the tab, but i can't talk in it. It would be so helpful to have a planet wide(i'd prefer server wide, but oh well) chat. I've played some other mmorpgs (includingEverquest)that had a regional chat system and not only does it help to aide occasional boredom, but it is also helpful if you have a question and need a quick answer. I'm just wondering why we even have a "Planet" chat if it doesn't even work. What is it's purpose? And why is the /who and search commands so bad in this game? Why doesn't it search the whole server? Or at least the whole planet that you are currently on? I don't get it, it's pretty well pointless. I've hardly ever used it and gotten any results. Why not have a /who for the planet, and a /who all for the server? (Like Everquest) I hope I'm not repeating anything anyone else has already said, i've not read through all the concepts in this forum. I just feel that this is something that would greatly add to the game. I'd also like to see the ability to create a chat channel added (I could be wrong but I'm not aware that we currently have this). This would be not only effective for havingmultiple groups out hunting being able to communicate with other groups, but also just for general meetings of players who do not belong to a group or guild that do not want others overhearing their conversations or are just not in the same area as the others.This would be great if you could add someone (or they could join)that is not in your current vicinity. Either you could set a password for the channel or it could be where anyone could jointhe chatthatknew thename of the chat channel or your name in ordertojoin it. It might also be a good idea to add a trade/auction channel for those who wish to sell so those of us who don't wish to listen to them shouting all day or those of us wishing to actually buy something can stick to one channel divoted to this purpose.


Something else, completely off topic, Can someone please make the necklaces viewable when crafting them, not just when they are dropped or worn. And how about a small character creation screen for npcs when you are making vendors. Maybe this is possible at master merchant, but with hiring 4 it's not. Just really annoying to have to keep creating one hoping for one that is what i want.

For smuggling, why can't one pick what one would like to slice on a weapon or armor or clothing, as in speed or damage, incumbrance or base effectiveness, etc. Nothing to do with percentages, just being able to pick what stat you would like to slice. And why don't you get a new pistol at novice smuggler?

For Architects- Why can't you change the color of what you make, i.e. furniture, candles, etc. House customization would also be nice. All houses look the same and are rather boring. Sorry again if i'm repeating something but i'm just going off on a rant anyway. Lots of stuff i've been thinking about. For houses, like different colored walls, textures, floors, rugs, something to make them look different than everyone elses. Oh, and why can't you place anything outside of your house, like on the porch or the roof or the balcony? I'd like some chairs on my balcony. Anyway, that's enough ranting for now. Thanks for the time.
Borwin
Sat Apr 10, 2004 8:06 pm
#147


I imagine Im not the first person to mention that more armor needs to be added to the game but I feel that more armor should be added to the game to discourage stun damage as the flavor of the month damage and also to make different damage types a more appealing damage type when it comes to tactics. My idea would be to allow Armorsmiths to craft faction specific armor to balance the GCW and keep composite armor as the main armor of choice for those not factionally aligned. Each of these suits would require the person to be Overt in order to wear the item and the armor would unequip on death and being reset to covert.


Here are some examples of armor that the dev's could implement for the Empire:


  • Snow Trooper Armor : Base Resistances = Composite.

    • Special Protection = Cold.
    • Vulnerability = Heat , Restraint.

  • Regular Storm Trooper Armor : Base Resistances = Composite.

    • Special Protection = Stun.
    • Vulnerability = Blast , Restraint

  • Storm Trooper Armor (Black) : Base Resistances = Composite.

    • Special Protection = Blast
    • Vulnerability = Acid , Restraint

  • Red Imperial Guard Armor : Base Resistances = Composite.

    • Special Protection = Heat
    • Vulnerability = Cold , Restraint

  • Imperial Scout Armor ( Jungle ) : Base Resistances = Composite.

    • Special Protection = Acid
    • Vulnerability = Electricity , Restraint

  • Mandalorian Armor ( Rare ) : Base resistances would be at 70%

    • Special Protection = None
    • Vulnerability = None

  • Composite Armor would be changed to work as follows:

    • Special Protection = Electricity
    • Vulnerability = Stun, Restraint

Restraint Damage would be moved to Jedi only damage and the only armor in game with the ability to protect against it would be Mandalorian Armor. To balance it out every other armor could take special cortosis armorweave segments to move Restraint out of a vulnerability to a special protection much like stun damage is done.


The Rebels would have their own faction specific armor and each of these items would be craftable by armorsmiths. This would put equal emphasis on all weapon damage types so that people wont feel the need to only seek out stun damage weaponry.




SWG Dev's for PRESIDENT!!!!!
They have the two most fundamental skills of an American Politician
Steal from the middle class (Jedi) and give to the poor (veteran rewards starship).
Lying for political favor.
yuso
Sat Apr 10, 2004 8:13 pm
#148

How about you fix combat medic before i'm forced to go to another game. A pvp battle no matter how well planned is over in less than 10 minutes now. Give them the same damage reduction we have. Give docs the ability to area heal poison disease. Give combat medics the same ability. Give squad leaders the ability to heal the poison and disease to who ever is in their group.



PROX 12

____________________________________________

Those who piss me off will be sorry sooner or later.
My enemies whether they be friend or foe to faction
will be demolished.
Thornstar
Sat Apr 10, 2004 11:23 pm
#149

Today I am going to suggest a feature that would make the game more starwarsey.


I noticed a jawa today running around and his title was (A Jawa Thief) Well how about these Jawas actually steal credits from you. You get a message saying "A Jawa has stolen 346 credits from you" after 10 seconds the Jawa in question becoms attackable and you can kill him to get your credits back.


Also just to add, I love the storm trooper audio after you have been scanned. there should be more NPC's that have audio. Would it not be possible to add loads more of this? Like an optional download. Surely 100 small sounds files of that quality wouldnt take long to download at a few kb each.


We keep saying we would like to see more unique music in the game, I visited the nightsister stronghold for the first time today and I loved the music you hear when you venture into the cave at the stronghold. So I would like to throw that out there again for you. Maybe in the future, every new dongeon you add would have its unique music. Yes 56k people might not be the happiest people in the world, but broadband is more popular than ever and im sorry to dissapoint those 56kers but broadband needs to be utilised more in games.


We talk about dynamic content and static content but I would like to see dynamic properties in static content. For example, the geonosian caves, same lock codes every time. This results in loot campers running right through the doors straight into a camping position so they can collect loot, Maybe they wouldnt do it so often if the codes were different each time.


Why cant image designers give the simplest of haircuts in the world. A bald head. A master image designer can give nice long hair, exotic looks, complete transformations, but they cannot do a simple shave of the head.....


I know the droids on the corellian corvette are technically new mobs, but are we going to see any new ones on normal planets? I dont mean variations of current ones, those are just size, colour and stat changes. I would like to see a few brand new things about, I would like to see some extreemly rare creatures spawn every now and again.


an Anti-Camping spawn system. What do I mean? Well geonosians spawn roughly every 2 minutes, the same amount every 2 minutes. If the same player or set of players are camping these places for a set period of time, spawn more geonosians, if a single player can take out 10 on his own, spawn 20 of them for him, if he takes them out, spawn 30. People are crying out for harder content, see how long they can last in growing numbers of mobs.


Now for a short bulletpoint list of things


* Hooded robes for males

* the missing styles for plants (artwork already in the game, seen them in various npc cities)

* Starports for player cities (Ones that look like the smaller starports on planets such as dantooine, lok ect)

* More paintings ( we just love them )

* A better secure bank tipping system (current one can be easily faked, from field change to bank)

* Having recently mastered musician ive realised there are far too little songs, we need more. I was only a musician for 3 days till I mastered it and I was completly bored of the songs, I cant imagine how a full time musician feels about them.

* Glass pannels, the 1 thing that is missing in the game to get better decoration, realistic fish tanks, product display cabinets. they dont look good enough without anything that resembles the look of glass. Maybe add it to schematicss as a window component to justify its input other than decoration.

* Last but not least, Please put a ticket terminal closer to the departure area in starports, im fed up of running all the way round into the lounge area.



Thanks for reading, I hope atleast some of my ideas are useful.

OHMSS225
Sun Apr 11, 2004 12:34 am
#150

Could the devs at least add some short npcs walking around the cities? It really detracts from the realism of the ambience of city npcs when they're all adults. There should be children walking around some of the cities.



-= Ahriman BreViary =-
LordRevanOfTheSea
Sun Apr 11, 2004 2:10 am
#151






Kiem10 wrote:

One thing I really want to see in the future is Imperial Center. I'm not sure if it's been discussed, but I want to explore a world in the star wars galaxy that is pure city. Coruscant would be awesome, and I'm sure there are plenty of gamers that want to see it as well.


Nar Shadda is another place I really want to be able to travel to. The smugglers moon could be a fun place to be, with plenty of cantinas and mayhem for all.


Just my 2 credits.







While this is a good idea, there is no way SOE can include Nar Shadaa or Coruscant. Why? Because of lag, mainly.


Cities on Corellia lag, and it's not just because of other players. There are people that play this game with dial-up (bless their souls), and the kind of lag they would run into on either of these two locations would be immense. With both, there are massive skyscrapers and, while most people are on the planet surface, the people you meet and the starports and shuttleports and so on are all above ground, in skyscrapers and the like. This would require elevators that connect to all 500 floors for those short buildings, requiring new programming just for elevators, and elevators now aren't the best.


Furthermore, these would require flying vehicles to get around, and SOE has already said that they can not include flying vehicles, or atmospheric flying in the Space Expansion. Now, I don't see why, because other games have it, but that's what they said. So no flying vehicles. So you'd have to land on Coruscant, take the bugged elevators down 1000 floors, get out, pull out a speederbike or swoop, drive to where you're going, store the vehicle, get in, go up 500 floors, and continue. The only way to avoid this requirement would be to have building-connecting platforms (as it is in"reality"). I don't know if these would work or not, there has been no official statement, but I do know that there are no overhangs or ledges or the like in the game as of yet. The only time I can think of that a person can be over another person is if there's either 1) a glitch or 2) one or both of them is inside a building.


I agree. These locations would be awesome in SWG and would be a great addition, making it feel more Star Wars-y, but there is just no way SOE can include them.


Another idea, that has already been mentioned: passengers in vehicles, whether they be speederbikes, landspeeders, or the soon(ish)-to-be-existent YT-1300's. Of course, I hope they include many other ships. I don't feel like choosing between a TIE Fighter, an X-Wing, and a YT-1300. Like ... A-Wings, YT-2400's, Lambda-class shuttles (for our Imperials), or even ... Ooh! New idea:


Small capital ships. Not Imperial Star Destroyers, because ... they have thousands of crew members and average at 1km in length ... that takes up roughly 1/15 of a planetary map ... just in length. I mean Corellian Corvettes (Tantive IV), Bulk Transports (Talon Karrde's ship [I forget the name]), Lancer frigates (again, Imperials), and other such capital ships. But you could buy the ship from a crafter then go to an NPC, called a recruiter or somesuch, and recruit a crew for your ship. You'd tell him the ship type, the type of crew (pirate, smuggler, police, trader/merchant, etc.), and he'd give you a price. You pay him and in a day or two, you have a crew for your ship. This would allow for much more strategic space battles, and so much more. If you were to get a faction-specific ship/crew, you could ask your faction recruiter for the crew, instead of the generic recruiter.



Just ideas. As usual.





Optimists believe we live in the best of all worlds; pessimists fear it's true.
Online in these forums for 18 days, 14 hours, 20 minutes, as of 03 May 2005, 0037 GMT.
Colcolt
Sun Apr 11, 2004 5:21 am
#152

Unless I'm mistaken, there was talk a Long while back, about a Device in game to Recycle items into their components. Has this been Forgotten? or Decided against... It would be nice, to be able to take old Armor/Weapons/Items and recover SOME of the Materials used in its construction when the item wears out. Or to be able to Recover Skill tapes(that were expensive) from worn out Armor/Clothes...


How about "Tidy'ing" up the No Build Zones? Its very frustrating to try to place a structure, see Plenty of Green spaces, only to be told "Cannot Build Here" after trying to place it....


Please, Devise a Container for Storing DNA samples. Having to have Multiple Houses, just to store a variety of DNA is Rediculous! The Bag/Box/Cabinet/etc... could say hold 50+ DNA samples and only take up ONE inventory slot. This could be Player Crafted, to Generate Cash for the Economy. Also the Containers Volume could be Varied by Quality of Materials used in its construction or Experimentation points used... Better Materials=Holds more DNA samples. Since DNA is NOT stackable like other Crafting components, SOMETHING is needed!


Just My 2 Cents worth...


Timberland t'Somber of Kettemoor Server


CH/BE/Etc...



machiismo69
Sun Apr 11, 2004 6:21 am
#153

Hey all,

I havent read through this entire thread so please bare with me if someone has suggested this before. I consider it to a good idea and would be surprised if a monkey poo like myself was the first to think of it.

Why doesn't this game allow people to buy lots in none player cities. I'm sorry, but I really think this would be a great addition to the game. Wouldn't you love to own your own house in Mos Eisley or Coronet? I'm sure there are certain logistics to this that I have unforseen, however this is just an idea I had floating around.

If you run through a city you'll see many many more buildings that are unaccesable and therefore empty, than actual used buildings. Why not sell these 'lots' to players for a high price. Not only could they be used at homes, but as shops or bars too. When I first heard about this game I loved the idea of being able to own a shop in a town (I thought you would be able to, I was wrong obviously). I am getting slightly tired of having to go to every player city for a vendor. I'd love to be able to go to one in Coronet.

While I'm on player cities I think I'll express my feelings that PC's are so common now its ass melting. There is usually at least 5 PC's per planet for every NPC city. Also these PC's have nothing but houses and vendors in them, this to me is not only what constitutes a city. Anyhoo thats not the reason of this thread.

I think if the dev's were some how able to incorporate lots into cities it would be great. However these houses and shops should not be moveable or placable. There should be a certain amount of free houses in a city that are always there, and that have always been there, but now are just accesable. These houses could be expensive and evictions could take place to those that dont pay maintenance etc etc. Anyway this is just another idea that I'm sure will not get into development, but I thought its a worth while suggestion. The possibilities while not endless, are pretty big.

Thanks for reading,

I apologize if someone has suggested this before. If so, I just wasted 10 minutes of my life and 5 minutes of yours. Sorry!

Machiismo



Machiismo Ukinzuri
- Master Medic
- Master Doctor
- Master Teras Kasi Artist
- Master Pimp
AxlerTwinblade
Sun Apr 11, 2004 8:07 am
#154


One thing i would like to see added that i dont think would be that hard for them would be to add a HUD item for the friends list and make it a little easier to hookup with your friends online. I would love to see a HUD item like they did with the Skill tree but have it more like the Waypoint HUD item. Show the friend names i select and a small arrow pointing to them with Distance, with NO arrow on the main part of the screen at all. I dont think this would hurt the game in any way, the first thing i do when i see a friend is online is "/tell Anglszaktakaka hey where are you" and he replies with a waypoint... Then to top this off if they made the friend list double clickable to type in a message to that friend. as in the example above i have some friends that use long hard to read and type names... having to type /tell Anglszaktakaka in the middle of a fight is not that easy. The one downside i can see is that you can add anyone to a friend list without them knowing. so if there was a person you wanted to hunt down and kill.. add them as a friend and follow the arrow... I see this problem easily solved as they do with any Instant chat messenger.. make it so i have to request to add the person to my list. they get a chance to approve it or decline me.. Simple..


What do the rest of you think?


--Axler
AxlerTwinblade
Sun Apr 11, 2004 8:26 am
#155


Speederbike, Swoop's and Landspeeders..


The Quick, and in a sense free repair, exploit with all of thevehicles needs to get fixed. Where you go to the shuttle ports leave your damaged bike out and then you grab a shuttle to the next town while your bike is out. Once at the new port you Store your reide and regenerate it... Walla its fully functional and fully repaired. I use it all the time. but this is hurting city taxes and the artisans who make bikes... would be nice to sell more bikes, but they are to easy to fix..... er exploit fix... Now this said i think i may have some new information on this exploit... I dont think its a shuttle exploit, i believe it to be a Distance exploit. While fighting a tuskan raider, he demolished the crap out of my swoop bike. i am surprised it was still in my datapad. so i take it to the nearest town about 700 meters away and lucky for me the town has a vehicle garage!... Nope the garage could NOT repair my ride, saying it couldnt fix a disabled vehicle. ..great, i leave my bike sitting in front of the garage and look for the nearest starport.. i need to get back to civilization... the Starport is 5000+ meters away.. lets just say a 5000 meter trip on foot is not fun... But when i finally made it there I opened the datapad, and stored my ride. when i regenerated it... Waaaalllla! it was Fully functional with no damage... no shuttle port was needed to use this exploit.... Though i use this exploit alot i will be glad the day comes and its fixed...


As for the Vehicle customization, they should keep it the way it is and have it wear off.. BUT i think they should add to the crafting stage of a bike a optional componant of a whole vehicle customization kit, adding this in at the time of crafting and then leting the artisan make the color choice durring crafting... That should be a permanent color setting that does not wear off.


--Axler



Seraph88
Sun Apr 11, 2004 11:34 am
#156

OK guys here is my suggestions for what you should incorporate next. In the Star Wars Universe (and in real life), there are people who possess exceptional skills, so why not incorporate this in to SWG. My idea is to add in another 2 boxes after a master proffession, you would not be required to master these to complete a holocron etc. and to master one should take a lot of effort and time, and it should requirea mix of whatever XP the prof uses, i.e. combat xp and Investigation in BH. The extra skills would also require apprenticeship XP. So I propose 2 ranks after master, perhaps called 'Advanced Master' and 'Elite Master'. For Combat Advanced master would require something like 250k combat xp and 960 app xp and Elite master would require a further 500k combat xp and 1240 app xp.


These 2 extra ranks wouldadd some new abilties and skills to the prof. The key to this though is that they would have to be worthwhile, and i know this can be quite a tricky thing to achieve, as people would complain about things. One example of rewards for achieveing extended ranks would be for example: in Pistoleer and Bounty Hunter for instance, you could grant the use of new weapons, and even allow dual wield. KOTOR had the right idea where dual wield was allowedfor weapons of the same type, but this was paid for by reduced acuracy. So whynot follow the example of KOTOR, and everyone who has played it or has seen a review will agree it is a fantastic RPG. I feel that quite a lot of people only want to play SWG to get to Jedi, through the method of grinding profs, and not really enjoying the game in full.


Why not get rid of this Holocron Grinding System, because frankly it is quite tedious. The quest idea is a good one because it would allow players to play as professions that they enjoy. If a player choose the path of combat towards Jedi then they could progress through five separate quests, and this would perhaps involve exploring instanced dungeons, either solo or in a group. These dungeons should be hard and should make full use of the Advanced and Elite Combat Master Ranks.


I know this would be difficult to balance with the crafting profs, asyouwould have to decide a way to include them in quests too. But i know that recently that u have decided to finally add mandalorian armor to the game. What if Elite-Master Armorsmiths were granted the ability to craft it and Elite-Master Bounty Hunters were the only ones able to use it effectively with low encumbrance. It is also vital that we get the profs into there rightful postitions i.e Bounty Hunter should be king of 1 on 1 combat, but be less effective in large battles.


Finally, I have to say the game just now is brilliant and it occupies over6 hours of my day sometimes. However, as a temporary fix can i suggest fixing armor piercing values on weapons and adding a lot more weapons, especially to Fencer. I mean, they have 1 decent weapon, the Gaffi Stick, usable at Brawler 0-1-0-0 and it has no AP. They need a better weapon, a vibro-rapier perhaps? Anyway, keep up the good work dev's.
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