Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-5-04)

Fried_Yoda
Thu Apr 01, 2004 4:33 pm
#144






The_Shruberer wrote:

Basically: Add player bounties. Make it so Bob can only get a bounty placed on him once a week. Make it so Phil can only place a bounty on Bob once a month. Have a minimum of 10k bounty to prevent 1-credits bounties. Have the person go to the BH terminal to place bounties.





Aren't player bounties sort of pointless? I mean, you don't die. You get cloned. When you do die, you don't lose anything. You put a bounty on someone, they'll just come back. And there are thousands of people playing this game. Lets say you are a Master Dancer. you sit at the cantina and dance all day. on top of it all, you give free buffs. You are well liked, you never start anything with anyone. Your health bar is at minimum, since you stat migrated everything to action and then to mind. A noob BH comes in and kills you with two shots. Gee, how nice.... You can't just have player bounties on anyone, since its gonna piss a crapload of people off. For jedi its understandable, because they are JEDI. if there was a criminal profession, then probably you can put bounties on various criminals. otherwise player bounties make the game ridiculously stupid.



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hall0559
Thu Apr 01, 2004 5:25 pm
#145






Xyber_Hex wrote:

Err adding higher end professions will only make the things you discussed worse.


If there is not enough high end content why would we want to make professions that are even stronger?








Try reading the whole post.



>
Average Number Of Gnort Kills A Day: 17000
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NovaSpice
Thu Apr 01, 2004 6:11 pm
#146






ClollinLightningsun wrote:

http://swg.stratics.com/content/index.php?Cat=5&uid=392


Apparently, this is an april fools joke, which is rather sad, but I seriously hopefully youguys at SOE will listen to these ideas.


PLEASE LISTEN TO THE IDEAS IN THAT JOKE. THEY'RE REALLY GOOD. PLEASE DEVS! I'M SURE EVERYONE WOULD LOVE THE GAME IF IT HAD ALL THAT!






Cute.
LeBob
Thu Apr 01, 2004 6:12 pm
#147

TH


I dunno if anyone has suggested this... if not......... I had a great idea for loot today!


it sounds sorta lame at first, but a simple four walled structure that has very high item storage capacity would be terrific!... it would need to be pretty rare, cuz I know the game has database issues, but I KNOW many people would LOVE this.... so so many people are using cross server lot trades for small houses to be used as warehouses... it's quite sad to see much of the landscape taken up by these... to keep the architects in the picture, the actual loot could be a schematic (don't make the same mistake as with paintings: it should have a hard coded manufacturing limit and not be able to produce other schematics)......... new art isn't really needed much....... just a building with four walls! or even something like a factory that doesn't have an interior at all, but just an 'inventory hopper' ... there could be different versions but the base should be something that requires1 lot and has item storage of 100 etc... of course the maintenance could be higher than usual too, like maybe 25c/h for that small one.... aslo to further limit the usage... a masters could be required to place/host one (this is to keep people from getting n00bs to place them and pay them for their trouble)... I'm sure others will have great additions to this


please let us know if something like this is possible.......... if you ask almost anyone in the game, they will tell you that item storage is an issue...

thanks



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aazatgrabya
Thu Apr 01, 2004 6:25 pm
#148








The_Shruberer, I really like the idea of PvP bounties aswell. I posted this a while ago, it seemed to be rather overlooked at the time:


http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=146084#M146084


Here's what I had to say:




SWG really does need additional PvP systems introduced. At present it is hard to hold grievences with someone and show it. Sure you can spam the galaxies with shouts to boycott someone's vendors and refuse grouping/training them. But reactions such as these enforces current friendships of the individual in question. A player bounty system such as those already posted will allow certain 'criminals' to have a degree of fear as a consequence of their anti-social actions. But also allow a deeper opportunity to role-play. I'm here to give you my opinions on how it may be possible to implement this grievance/bounty system.



  • A 'Grievance Councillor' NPC can be stationed in the dark allies of large cities, not always stood still mind, wandering around. When a player character passes he can decalre his presence with a whisper. This councillor will allow you to place a grievance on another player and hand him the reward money. You choose the amount of bounty to be issued. 5% of which is held as a service charge. The councillor also asks you general questions regarding the type of grievance: this is for the creation of mission text/background.

  • Because this is highly illegal the player suffers a faction loss against all lawful groups, Corsec ect. The amount lost depends on the scale of the bid Perhaps 10% of the bounty offered could be lost in points. ( I think this is a very important price to pay, the legal authorities play a far too minor role in the SWG universe)

  • The Councillor then walks to the nearest Bounty Hunter terminal and places a mission on the galactic Bounty mission database. He then returns to another dark seey area to collect more bounties. This will allow a real feeling of interactivity and realism to the game I think is often missed. It will also reduce the number of missions created at one time and any possible conflicts with multiple bounties on the same head.

  • Once this mission has been decalred on the terminals a Bounty Hunter can collect the mission which will be highlighted in a different colour and placed at a random point in the database (so they may have to refresh the window a few times to show the player bounties). However, the mission stays on the terminals until the bounty is paid. This will allow multiple BH players to hunt the same prey. As soon as the mission is acepted the BH is given a TEF with the target. The target, of course, has no idea this is even happening until the first shot is fired on him/her. Or hears it from someone who's seen the mission on the terminal.

  • To stop other BH stealing the death blow, which delivers the appropriate reward, only the original attacking BH is able to kill the target. All other BH players with the mission will get a TEF with the Hunter presently in combat with the target. Meaning any Bounty Hunter presently in combat with their target is at risk of being attacked by another Bounty Hunter after the same goal. Once the original BH has been incapped or killed the next attacking BH will be allowed to slay the target. This will add a huge risk and hopefully excitement to the hunt for all concerned. It can also mean real tactical planning to ensure you have access to a clean kill.

  • To ensure elusive and dastardly players get some enjoyment out of this the target player can be rewarded with 10% of the current bounty on their heads should they slay their attacker.

  • The bounty on someone's head is also far from set at first payment. More players are able to place grievances and increase the total bounty, the BH's already on the hunt will be forwarded an e-mail should the present bounty change. Remembering of course it can go down should the target be successful against a rival BH.

  • Because this is an illegal activity, should any policing authority, Corsec etc. witness the bold attack on a seemingly innocent victim they will TEF the BH. This may then turn the hunt into multiple skirmishes. This also applies if the target is in a group, the group will be able to defend the target at all costs (but only the target would be rewarded).

  • Finally, only the largest of player cities would be able to recruit these Grievance Councillors. Not so much recruit them but allow them to work their trade under penalty of tax. This of course would penalise the mayor against Corsec etc. faction and create criminal centres accross the galaxy. Thus allowing the mayor to hire NPC mercenary criminals to protect their city.

Forgive me for such a long post, but this kind of multi-level system really needs to be implemented in one form or another. There are already many considerations when performing actions against PC's and NPC's in this game, but I think this will make people consider their faction standing a little more. As well as allow them to role-play in a more creative manner. Which, indeed, is why many of us are here.


A reply to my original post suggested a 5% decay on all deaths due to a BH griecience kill. This would remove the temptation to abuse the system.
aazatgrabya
Thu Apr 01, 2004 6:27 pm
#149


Hmm, dunno what happend to the formatting there - all the carriage returns dissapeared. Sorry for that almost unreadable format.
JulesWindu
Thu Apr 01, 2004 6:39 pm
#150

TH, can we get some sort of status report on what is going on with the player city inactivity rule? First it is enacted, then it is suspended. We, as politicians, would like some idea of what is going on with this rule. If the purpose behind it is to rid the servers of ghost towns so that other towns may have a chance of expansion, then I, for one, am all for it, but only if it doesn't hurt my and my fellow citizens' gameplay experience. And the way it is now, our experience is getting hurt. We lost our shuttleport recently because of the inactivity rule and although we gained back enough citizens to reclaim our city status, we cannot expand and gain our shuttleport back. Sure, it may be fair to get rid of the dead weight of inactive players so other cities can gain status. We will patiently wait our turn for our time to come around again. That is fair. But what is not fair is how the homes of these inactive citizens stay put in our city and we have no way to fight back against the loss of space within our borders. At some point, we will run out of room because of player turnover and we will have to either uproot and move, or give up player cities altogether. How is that fair to us as paying customers and loyal SWG players? We need some way to deal with empty houses, inactive citizens, and the problems they cause. Politicians and players need more power when it comes to player cities. The politician forum is full of suggestions and ideas, some of which are great, and we would just like some sort of feedback on what is being done, if anything to address the problem. Thank you.



Djules Wyndu and Magae Switch
(aka Weato Neato the Beta Hutt)
DUO Motors will return...with Ships!
obiwan137
Thu Apr 01, 2004 7:10 pm
#151

Jedi Robes


Taking Crystals Out Of Loots


Harvesting Crystals


Jedi Deffence Mods


Lightsaber Damage


Deffences For Lightsaber Damage For Bounty Hunters


And Finally: Do Not Make Main Be Your Jedi PLEASE





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Oraion
Thu Apr 01, 2004 9:57 pm
#152



personally i think adding a jet pack to the game that would add some defence and movement fetures would be great for battle


and no im not saying we should turn the game into a flying arena just a pack that would give you some agility IN BATTLE ONLY! because i mean jango and boba never used them besides in a throw down with luke or old ben so why cant we and one more thing FENCER WEAPONS would be alot better too with alot more variety. also some more legendary animals that star wars is famous for (krayt) also clone armor and all that also hand cuffs or restraint bands that could be really help full



ZevVeers
Thu Apr 01, 2004 10:17 pm
#153

Hey there player correspondents, THand Dev's that pop in every now and then to read (Hopefully)


I am on the Eclipse server. My Rebelmates and I have a Guild Hall not to far fromMos Espa.Several times a week we do a small raid, small because our skills suck, and nothing like getting the feeling oftaking out some wandering Storm Troopers. Anyways, I notice that since the Crackdown, Most Espa is the only city on Tatooine that has a massive imperial presence. Lots of spawns take place, and we have gotten wary of the AT-ST that started to park itselfon the north end of town.


Other than being able to do cherry-picking raids on Espa, or any NPC city that doesnt havea significant ammount ofplayertraffic,the NPC cities should have more depth than originally planed.It was nice to see something like the Bestine redesign where more content was added and more emphasis was given on the use of the secondary structures in the city. However, this needs to be expanded to all NPC cities. Not necessiarly a structualredesign of the city, just a re-allocation and additionof content material.


Other than the function structures (Hotels, Starports, Cantinas, Hospitals, Guild Hall's, etc...) there are the odd structures such as thebuilding that resemble the Anchorhead Cantinaor other kinda of buildings that you can enter and walk around and stare at the walls. Other than having one or two nicely decorated rooms in those buildings, taking advantage of those existing structures in the game should be considered.


Much like the Anchorhead Cantina, if you go down a flight of stairs, you notices eye candy, some pallets and crates littering the hallway with a Rebel Recruiter and some mission terminals off to the side. But then when you enter the two rooms on that level, you would expect to see a small Rebel command center, but in all reality you have two bare empty rooms. No function, no content. Some NPC quests, or maybe a spawn of an Imperial raid happening in the area of the recruiters are locatedor in theroomswhere wishful thinking would have brought a small Rebel Command center, would have been a nice touch.


In all the significant and semi-significantNPC cities, you have about3-4 emptymajor structures per city (EXCLUDING the function structions)that haveno substanial use. That is anywhere between 60-80+ (Due to the 20+ NPC cities in the game)additional quests, factional mission terminal spots, or other inovative uses.


Those innovative uses may be eye candy with function. Some structures allow the player to go up to an expansive roof. Some roofs dont even have patio funiture up there to sit down. All you can do is run circles. For instance, a new quest or dungeon can start off on that roof. The area and the items on theroof acts as a factional shuttleport. You can have an NPC character standing right next to a shuttle that is parked up there, and he/she/it may have the samefunction as Lt. Lance does at the Rebel Hideout on Corellia (upcoming corvette dungeon). Or it may directly take you toa specific battlefield whenever they reopen. Whatever the endless possibilies areand howdifferent andinnovative thoseadditionsmay be, have it happen in the NPC cities.


The nice thing about the NPC cities is that they provide the look and feel that the player cities can't quite deliver yet. As the population of players head more out into the wilderness where the player cities are at, and the players skills increase, there shouldbe anever-increasing draw to the NPC cities otherthan the constantuse of the Spaceport and social gatherings at the cantina.


I hope y'all enjoyed the comments and observation, I just wanted to relay some things to help make this wonderful product a better game. Thanks for your time...








IGN: Dusty Landingpads
Proud member of WOOK
Eteto
Fri Apr 02, 2004 12:05 am
#154






wickedHangover wrote:





Eteto wrote:

Nerf Buffs

Every other post is the same,

With buffs and brandy I can solo anything in the game make some harder mobs.

So and so dungeon is too easy I can so it with good buffs and brandy.

Armor is too powerful, with good buffs the drawbacks of armor are a joke.

Missions pay out too much, if i'm fully buffed I can solo rancors for 35K a time, the only time I group is so I can get the harder missions.


Buffs are too powerful

+2000 health, action or mind might not be too powerful on its own but + 2000 to the secondary stats is ludicrous HAM costs for specials becomes practically 0 and regen rates become so high that you don’t need a medic at all.

A simple (and effective) nerf would be to remove all buffing of secondary stats and let both Musician and dancers buff mind.





Buffs add a certain balance to the game and make it so that we actually have medics and doctors.


I disagree If we dident have buffs then we would need medics and doctors more not less, as it is the role for a doctor is to buff people beffore the mission starts and thats about it. Ok they are nice to have around just so they can res anyone who some how manages to get killed. But without buffs healing in combat becomes far more important. Let me ask you a question if you were a doctor (just a doctor not a Doctor/TKA) would you rather spend your time crafting buff packs and then sitting in coronet starport buffing people orwould you rather actualy go hunting with a group and act as the healer in a situation where if you dont heal people they will die?


On your first point, I don't go after rancors buffed. I leveled 2 hand sword by attacking Enraged Rancor lairs. I don't need the money, but I see no reason why I can't go to the mission terminal and take a rancor mission for 35k if I want. I'm fully capable of taking them out but the Dev's, for some unkown reason, decided that for me to pull those missions off the termI must find a group. I was a CH back inthe fall and grouped with pets to pull higher level missions, that makes no sense.


I totaly agree I think you should be able to take any mission you want.


If you remove all the secondary buffs then you'll never see anyone wearing full suits of armor, which would be completely stupid.


I dont use buffs at all but I can still use my full suite of comp armor, I just have to live with the fact that my secondery stats are all <10 with it on.


Removing buffs would require an entire revamp to the armor system that just will not happen.


I dont think it would, the armor system predates buffs. what needs to change is peoplesperception of how armor works, if you want that full suite of comp armor then yourHAM wont be much higher than 800 and the HAM cost of your specials will go through the roof, but to copmensate for that you only take 50% damage. sounds quite balanced to me. Also dont foget that at the moment most armor smiths dont spend any points in reducing the HAM cost of armor simpley because most people use buffs.


I do think that secondary buffs are, at times, too powerful in PvP but that's the only way it makes PvP interesting. PvP without buffs is boring cause everyone dies in like 2 seconds and before you know what hit you, you're fronted with a clone message. If everyone is buffed then its fun cause it takes a minute or two to kill people, if not longer. Now if the Dev's could make combat like that without buffs, it would be cool. From what I understand its coming, eventually...



I think we both agree that PVP needs work








The_Shruberer
Fri Apr 02, 2004 1:07 am
#155

(LOL @ the titles today. love the n00bsor one.


Anyway, I have a few ideas that will hopefully make SWG a better game.


Player Bounties---


I hope that we can add some fun things for BHs out there. Right now, all BHs do is track criminals that wouldnt be real if we weren't there to chase them. There are probably some things that need tweakig, but this is just a rough idea.


-Allow players to place bounties on other players.


-Player A can place a bounty of Player B once every month.


-Player B can only have one bounty on his head a week.


-Minimum Bounty is 10k credits or so. (To help avoid a bunch of pointless 1 credit bounties)


-Player A can place a bounty of x Credits on Player B through bounty mission terminals. He brings up a menu, which asks for teh target name, and amoutn of money placed on him. He presses okay, and player B now shows up on the mission lists for BHs. If feasable, only allow boutnies of who is online to be shown on possible missions list.


Placing a bounty on someone's head is mostly for fun and added content. Chasing boring, predictable NPCs gets to be pointless after endless investigation grinding. SInce this is a PvP death for the person, he will not suffer decay unless he is uninsured. This also provides more use of tactics to hunt the target, rather than getting a waypoint and going toward it as fast as possible, only to eyeshot spam the guy until he's dead. BHs could wait for target to appraoch city, then attack when he's least expecting it.



Storm Trooper Armor---


The biggest thing that detracts from the Star Warsy feel is having large PvP events where everyone and their pet rancor is wearing composite armor. I want to defend a Rebel base from a large squad of Storm Troopers and Imperial Officers, not renegades/mercenaries with the Imperial flag next to their name. So here's my idea for a more Star Wars enviroment.


-Imperials do not have to buy Storm Trooper armor or Imperial Uniforms. However, they MUST wear one of the two in order to declare themselves as an Overt Imperial.


-Without destroying the player economy, Covert Imperials may purchase an 80% Composite suit from Bob's Armor Shop. When they want to go overt, they must go to an Imperial recruiter, and exchange their current suit for a Storm Trooper one. This new suit has the EXACT same stats as their last armor. (In other words, just change the art from composite to ST).


-This can also work for Rebels as well, but I urge the art team to come up with something less embarrasing to wear....


Space Expansion---


I have some great expectations for teh SE, as this is a MAJOR part of the Star Wars universe. Hopefully, it will be fun and enjoyable. I also hope that thosewho want to, can spen the majority of their time commanding a cruiser, protecting the planet of X from those evil Rebels/Imperials.


-Make the SE with lasting fun. LASTING fun. To do this, players have to have something to look forward to constantly. Make players able to create their own content. Some of the most lasting games out there are simple shooters or space flying gmaes, which require ever-progressing skill. I'm pretty sure this is the case (unless you guys went and changed yoru minds in the last several months). You guys had hinted that the SE will be 'twitch-based'. This is something I am greatly looking forward to, as powergamers dont have all that much of an advantage with this. I am a casual gamer, and I frequently get annoyed with people playing only 2 motnhs and already passing me and my 8 months of work up. With twitch based fights, casual gamers like me can hope to be somewhat useful in an attack. It doesnt necessarily require hours and hours of playing time to become useful in an attack. Currently, on the ground, you might as well not even show up to a fight if you have anything less than 80% composite and a 1-million credit gun.


-Hopefully we can get some real depth with the SE. I have dreams of flying an X-wing towards a Star destroyer in a heated battle over a planet. I also have dreams of being able to board a large Imperial ship, engaging in some fierce foot combat. Hopefully, we can also get to control a rear/forward turret on a cpatial ship, to fend off pesky fighters.


These are my ideas on how to make a better gaming experience for SWG. I know that some of this may take a lot of programming and work, and may not seem worth it. I also know that nothing here is impossible to code, however difficult it may be. I played UO for the first 5 years it was out. I played that long because of the content in the game. However, the devs became somewhat 'lazy' (or whatever the case may have been), and content pretty much ceased to flow. I currently play SOE's Infantry (namely Fleet!). I have played this for about 2 years now, and they hardly added content to the game, due to its size. However, it's still a very fun game to play. Why? It isn't based on the amount of time you invest in it, and mostly on your own pace of advancement.I hope the SE can soemthing like this. It would require minum updates/fixes if done properly. It would also be a continual flow of entertainment and fun.



The_Shruberer has nothing to do now that there is no more floating shrub...

Bounty Hunter since '03
Mark of a devoted Bounty Hunter:

"..so ill use the tactics i can against whoever i find, i mean my own brother when he played was a fairly strong jedi ( made it to like, iono, 180kish...?) and i hunted him and i could hear him yell from upstairs"

-Assassin-sk

The_Shruberer
Fri Apr 02, 2004 1:19 am
#156

Wow, I jsut spent an hour and a half typing up my thoughts, and they just disappeared.....



Im pretty furstrated right now, but still feel these ideas need to get out there. These are going to be EXTREMELY brief as i dont have another hour and a half to type it all again...


Basically: Add player bounties. Make it so Bob can only get a bounty placed on him once a week. Make it so Phil can only place a bounty on Bob once a month. Have a minimum of 10k bounty to prevent 1-credits bounties. Have the person go to the BH terminal to place bounties.


Force Imps to wear ST armor/Imperial Uniform. Do this by having a trade in menu at recruiter to swap your composite armor for an equal stat ST suit. You only need to wear ST armor/uniform if you are going overt. I'm tired of seeing a large scale battle between mercenaries.


Make Space Expansion fun and enjoyable for long periods of time with minumum maintanance by making it twitch-based. I bleieve you are already going with this as far as I know. Allow people to board enemy ships. Allow people to control guns/command ships. Allow the purchasing of Star destroyers in some form or another. (whether by massive FP or high maintenance.) Just making a game twitch-based allows it to be playe da lot without much boredom. This eliminates grinding. Instead of pressing the mouse button over and over again to learn how to craft, you should be flying and shooting enemies over and over again to get better at flying and shooting ships.


arg- my hands hurt. I almost punched my monitor after all that typing and then it disappears....

I had it all color coordinated and everything..... grrrr



The_Shruberer has nothing to do now that there is no more floating shrub...

Bounty Hunter since '03
Mark of a devoted Bounty Hunter:

"..so ill use the tactics i can against whoever i find, i mean my own brother when he played was a fairly strong jedi ( made it to like, iono, 180kish...?) and i hunted him and i could hear him yell from upstairs"

-Assassin-sk

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