Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-29-04)

GultronICE
Thu Mar 25, 2004 7:56 am
#144




I have a very low post count because I spend my time playing not complaining. That said,

i have to address this issue ofa Jedi your main, I have no problem with that if:

1. Make saber's totally non dependent on uber loot which a Jedi could never get without a

main backing him or give quest for Jedi to complete and have pearls/crystals both as

rewards for these quest.

2. Fix all the BH mission bugs that are around, ie. All bounty's and being on the terminals

leave each time you die no matter who or what kills you.

3. Give us a meter or way of know our visibility even if it's asking some npc's or

something anything would do.

4. Jedi should be able to sense or at least gain over time the ability to sense danger to there

life and make a BH attackable that has a mission for them so to be an equal fight,

watch the movies, read the books, Jedi can sense these things and as we progress up the

tree we should get better at it.

5. Add quite a bit of Jedi content, I log over and play my main just for a change, killing

countless creatures gets old and swg isn't supposed to be a kill to get xp game that

is what makes it a great game is the different ways you have to play and enjoy it.

These need to be non static as so BH's cannot exploit this.


Former Master Doctor no forced to Master Rifleman/Master Heavy Swordsman/ low medic

just to be able to ever have a saber better than a training saber.


Jedi Initiate




O'siris - Jedi Master
Guardian from the old days
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggg)
-<JHC>- Vendors
Canejo, Dantooine - Located at /way -1090 -4270
Ffolks
Thu Mar 25, 2004 10:35 am
#145

Scale the instance dungeons.

I'm getting a bit frusterated at the level of difficulty that the new dungeons seem to be. I'm a casual solo MBH that doesn't belong to any PA nor do I intend to join one. I feel that the difficulty of things to come is going to prevent my enjoyment of the new content.

Having said that, I have soloed all the act one dead eye missions, most of the theme parks, and The Warren, though I only made it through The Warren because I had ranger camoflage at the time and could run past the mobs.

What I'm proposing isn't that the current dungeons be simplified, that would be unfair to the large groups and make them less fun for more than it would make them fun. However, since the direction seems to be headed towards an Instanced type of model for the dungeons, perhaps it would be possible to scale the difficulty of those instances to the size of the group entering them so that players like myself can enjoy them as well.

Just a thought.
Cheers,

Ffolks - MBH
Bria



Ffolks
- MBH since 11/03
- Master Carbineer
- Smugglers Alliance Pilot (4444)
Bria
Kaullad
Thu Mar 25, 2004 11:03 am
#146

How about a change to the apprentice points system? As a casual player, it takes long enough to fill the blocks for a profession, but to have to go from there and peddle my ass outside the starport somewhere along with 25 other people all seeking the same goal seems a little ludicrus. Look at it like high school or college with each bar reflecting one year. After it was all said and done, did you have to stand outsideyour localairport for two weeks teaching people what you learned in order to get your diploma? I suggest giving a portion of the app points towards master for each bar filled. But only towards the master of that particular profession. Non-transferrable. For example, if you did musician straight up, you'd get 150 app points for music 4 and 150 for entertainment healing 4. That's 300, need 600. Well, do the other two bars. But it's not completely a gimmie. You still need to earn Master by paying attention to the world around you and to the calender. That's right, there's seven starting professions and seven days in a week. One day per week to each profession to find a trainer and get your Master badge. We all work our tails off to get to that point, but add the pressure of having only four days a month to get our master title and see what happens. If your master training day is on a Monday and you don't get on between Sunday and Tuesday, well, you're SOL for another week. All other bars in a profession can be filled at any time.
Quard
Thu Mar 25, 2004 11:08 am
#147

Add no-wait shuttles to Coronet. What possible reason is that you don't have to wait in Theed but do in the other major city?

Give politicians an interface to alter the city layout and move all buildings in a city using a single screen. Metropolises tend to be haphazard and this would allow cities to be organized much easier. And let houses be built on top of small puddles on Rori!



Quard Akkad - Master Smuggler/Pistoleer on Ahazi
Rotepp Fo'tah - Master Smuggler/BH on Starsider

Why do Krayts get to craft slicing parts while the so-called "experts" at slicing can't even do it? I eagerly await the day when scouts have to loot an npc standing next to the gurk they just killed to harvest its meat.

BendoDark
Thu Mar 25, 2004 12:20 pm
#148


Thereseems to something all wrong with the way the current game mechanicswas set up for GCW. The combat system seems to be set up for one on one quick confrontations, not a drawn out all out combat enviroment. I think that changes, simple as well as complex, could make the GCWa war likeeveryone envisioned. Here is one 2 examples


Rebels vs. Imp: one bunch a rag tag bunch of gureilla soldiers the other a well equip well armed standard super power army.


Problem #1. Rebels are gimped. Why? The only advantage of the rebels in Star Wars is thier elusiveness. Meaning they since they are out manned and out gunned, they often dictate when where and how conflicts take place. They often use hit and run tatics, ambushes and other guriella warfare tactics. Current game mechanics make this impossible. The radar detects any living humanoid in its range. This makes hit and runs and ambushes impossible. You don't think a imp wouldn't see a bunch of red dots closing in on him from 60-120m out. Radar should omit any overt toon for both rebels and imps. I know that third party hacks could be used to circumvent this, but there has to be a wayto reduce thier effectiveness. One way is to not allow any hostilePCs toshow up as a red dot. Also, targetting should only be allowed and maintainas long as your intended victims is within your line of sight.Furthermore,omit anyenemy PC names from showing up in yourcombat window and replace with standard "rebel" or "imperial".This give overmatch pllayers who bite off more than they could chew a chance to escape. Lets look at a scenario.


Lil John and the East Imp Boys come rolling through Coronet on thier way to Star Port. Out of nowhere a cross fire of laser bolts hits the group. They return fire and the rebels who run off.The exchangewas too fast for lil john to get a positive description of the hostile rebels.They give chase and suddenly they lose them. Lil John thinks hewitness one of rebels run into the cantina, which is packed. Now entering the cantina, there are too many dots to distinguish the ones lil john was just following. So Lil John and his boys have to target each individual toon to see which one is attackable. While this is going on two of rebels who ran into the cantina calmly walk to the back and slip out. However, Lil John had some of his East Imp Boys cover the back and they cut down the rebels once they see that they are attackable. However, the rebels were able to send out a undetected distress call to thier guildmates. So once Lil John and his boys walk out of the cantina, after a few jawa beers and lap dances, a large group a rebels suddenly appear out of nowhere and cut them down.


With nothese subtle changesfor overts, I bet we would see a lot more overt rebels and imp since it would limit the ability of overts from opposite sides to single out each other in well populated areas. Plus it would make for more dynamic game play. Current mechanics make this impossible since targetting is maintain throughout combat and makes it easier for offenders to be weeded out even though theymight bein urban well populated areas.


Also, all rebel headquarter should be hidden. Meaning they should be underground and use a standard public house or vendor shop as a cover. A secret wall door hidden to the naked eye should open for only those with permission and structure management should be located within the base and with the need to be updated every few days to make sure it is visited on the regular. These bases can only be discovered by imp covert or overt with a base detector who happen to be in the cover house with a rebel who has accessed the base. Lets look at a scenario.


Lil John is on his day off and happen to recognize a rebel who he has clashed with before. But instead of breaking out the republic blaster and going to work. He stealthly follows the rebel to a house that is armor shop. He enters the shop and notices the rebel is nowhere to be found, so he activates his base detector and bam. "Holy S**t, jack pot!" Lil John heads out gathers members of his guild. They lock and load and head out.While the rebel steps out of from the hidden wall door and is alerted to the fact that the base has been discovered. A group of NPC rebels stroll out of the base and ready themselves for an attack. The base shows up on the global map as a battle hotspot and a general communication is sent out requesting help from both sides. The base and surrounding area is generated into a battle ground. AT-AT, AT-ST and npc stormtrooper set up an half hour after base detection. Battle ensues, imps and rebs from all types of guilds pour in and takes sides.


SingingCloudKing
Thu Mar 25, 2004 2:02 pm
#149

I agree with Quard. No wait shuttles in Coronet would make sense.


Also, in regards to waiting for shuttels in general, I suggestintroducing different wait timesfor different shuttle/star port locations.


Shuttles/Starships could leave Coronet/Theed with no wait, shuttles could leave on Bestine every 3 minutes, depart from the Imp Base on Dant every 6 minutes and all shuttles on Endor remain at leaving every 10 minutes. Thus wait times would reflect population and shipping centers.


SingingCloudKing
Thu Mar 25, 2004 2:09 pm
#150

Factions (All Faction, not just Rebel or Imperial)


First I'd like to thank Sony and the SWG Devs for a great game and a lot of hard work.


I have a suggestion I think would be relatively easy to add to SWG that could enhance the "Role-Play" experience while adding something new for Smuggler and Politician Professions which could be used to build some extension of player interdependency as well as be used a new type of minor reward without any danger of hurting game balance.


Create a new New Skill: Faction Knowledge.


The "Faction Knowledge" skill would function very much like how "Creature Knowledge" works for Scout and Rangers. Basically when a player does an "Examine Target" on an NPC and depending on the level of the Player's "Faction Knowledge" skill verses the NPC's difficulty level, the player can learn information like what Faction the NPC belongs to, who the NPC's opposed factions are and how many faction points you can expect to loose or gain for killing that NPC. If your Faction Knowledge level is too low, you simply get "Faction: Unknown" when you do an Examine.


Most Non-player characters are affiliated with a faction, however players do not to learn what faction standing they will be affecting by killing a NPC during a combat/quest/mission until NPCs start getting killed and the faction adjustment have been applied. "Faction Knowledge" would allow some players to choose their fights (as well as friend and enemies) more carefully.


The "Faction Knowledge" skill could be added to the skill trees for Smugglers and Politicians to reflect their political savvy as well as learned to a limited degree by all players. I feel would be low-effortto implement as the Faction Data is already maintained and used in the in game, and the NPC "Examine" window has the space available to display the information.


It occurs to me that the Devs obviously included the wide array of factions in SWG for reasons beyond determining if an NPC would go aggro or assist you in combat, so perhaps my post here will simply serve to say "development regarding factions would be well received in a future publish!!"


The following are points ideas that could further expand the "Faction Knowledge Skill" idea.


1."Faction Knowledge" could be used to give players advance warning before accepting a Quest from an NPC, or missions from a Mission Terminal regarding what faction standing will be affected by completing the quest/mission. eg: "Faction Impact for Mission Completion : +20 Jawa, -20 Tusken Raider".
When grouped a player with "Faction Knoweldege" could warn group members as to whom they will be making an enemy, or assure them that a mission will increase faction standing with a desired "friend".


2. "Faction Knowledge" could also be further broken down into sub-categories for particular planets, races or organizations. This would allow for Politicians to have a better understanding of faction knowledge regarding the planet on which their city is built. Thus, a Master Politician on Tatooine would have +100 Tatooine faction knowledge, but perhaps only +25 Faction Knowledge for Endor. While Smugglers alone could become experts in Faction Knowledge regarding for all criminal elements regardless of planet.


3. "Faction Knowledge" could also be "found" in skill tapes as a random drop or quest reward. Perhaps "Faction Knowledge" skill tapes would work for any character, thus allowing for a useful, lasting quest reward that does not affect game balance.


4. Players who own a house in a player city could as a bonus for owning a home receive a small "Faction Knowledge" skills bonus regarding factions on their "home" planet.


6. Some NPCs (other than Reb or Imp) could offer quests, vendor services, training or information to players who have a positive faction standing for the faction a particular NPCs was affiliated. "Faction Knowledge" would let you know which Faction Status needed to be raised before you could successfully interact with that particular NPC.


Phaye
Thu Mar 25, 2004 4:34 pm
#151

Do you plan on making the current Commando weapons more deadly? i.e. faster shots and/or more damage and/or more armor piercing (this includes EVERY commando weapon)


Do you plan on giving Commandos more defenses (melee, ranged, some kind of dodge move, toughness, resistance to stun, knockdown, etc.)?


Do you plan on changing the skill trees to giveCommandos more accuracy, better speed, or better/more diverse specials?


Do you plan on combining the HAR and FT trees (since they are identical except for the weapon used) to make room for a completely different weapon/skill tree? If you do, there are plenty of good ideas in these forums that you can get inspiration from.


Do you plan on adjusting stack sizes for any of the Commando consumables (grenades, rockets, etc.)?


Do you plan on changing the effective ranges of Commando weapons to make them more useful, especially for grenades so thatthey stop doing more damage to theirself than to the enemy sincetheir ranged defense is so low. May also be useful so thatthey don't have to be in melee range (where the enemy will ALWAYS hit them) and will also have a decent chance at fighting long range combatants (ex: rifleman).
Sithlord8705
Thu Mar 25, 2004 4:38 pm
#152

wouldnt it be cool if eventually we could swim underwater not just on top and fight creatures under water...their could be new cities vehicles animals weapons (for underwater use only to give weaponsmiths more weapons to make) anyone else think this would be awsome
Vurtorax
Thu Mar 25, 2004 4:48 pm
#153

I'm an avid PvP'er and I'd love to see a good way to have more frequent "battles". Not just skirmishes between groups of 5-10 people, I'm talking about groups of 35 and up on each side. The battlefields just don't work, and getting that many people together to fight at the same time is very, very difficult. I suggest making an entirely PvP planet. Make Hoth a permanent battlefield, where there are NPCs from both sides fighting virtually all day. When you come to Hoth, you can choose to land on either an Imp base or a Rebel base depending on your faction, and while you're on the planet you're declared at all times. You should have the option of going covert when leaving the planet for the sake of travelling into unfriendly territories. Give each base a cloning center, med center, and cantina, and let us go at each other head to head. As an incentive, players should receive FP or rare loots from NPCs they kill. Maybe even a large FP bonus for occupying the enemy base for a certain amount of time. This should make people want to spend time there. Just an idea though.




VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
LM
Thu Mar 25, 2004 5:01 pm
#154

Ninetex said: "Smuggler: Just mastered this class. I like allot of things they offer. Slicing terminals and selling faction points. I am not sure I would do to them at this point. It does seem they are missing something but I cant put my finger on it."


Just eight posts above yours is a very complete explanation of what the Smuggler profession is missing: WE DON'T SMUGGLE!


Lylak Moon




Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
Phaye
Thu Mar 25, 2004 5:52 pm
#155

Do you plan on making the current Commando weapons more deadly? i.e. faster shots and/or more damage and/or more armor piercing (this includes EVERY commando weapon)


Do you plan on giving Commandos more defenses (melee, ranged, some kind of dodge move, toughness, resistance to stun, knockdown, etc.)?


Do you plan on changing the skill trees to giveCommandos more accuracy, better speed, or better/more diverse specials?


Do you plan on combining the HAR and FT trees (since they are identical except for the weapon used) to make room for a completely different weapon/skill tree? If you do, there are plenty of good ideas in these forums that you can get inspiration from.


Do you plan on adjusting stack sizes for any of the Commando consumables (grenades, rockets, etc.)?


Do you plan on changing the effective ranges of Commando weapons to make them more useful, especially for grenades so thatthey stop doing more damage to theirself than to the enemy sincetheir ranged defense is so low. May also be useful so thatthey don't have to be in melee range (where the enemy will ALWAYS hit them) and will also have a decent chance at fighting long range combatants (ex: rifleman).
Poldano
Thu Mar 25, 2004 7:32 pm
#156

I like this idea, but I think the conversion device should be a factory in size/cost equivalent. I also propose some other restrictions. First, conversion efficency is dependent on "nearness" in the resource tree; for example, conversion from sedimentary to igneous in the original proposal would yield less per unit input than conversion from intrusive to extrusive. Second, efficiency is better if the target is an "unknown" generic type than a specific type. This is because the "named" materials are supposed to be harder to get. Third, some limitation on base material types, because it should be either very expensive or impossible to convert, eg,Corellian fiberplast into Endorian Leathery Hide.
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