Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-29-04)
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
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!
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.
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.
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