Development Cycle Archive

Thread: In-Concept Open Discussion

delbert879
Fri Jan 23, 2004 11:23 am
#157

I'm not sure if this is right area but it said it was an open forum for suggestions. I also am not sure if others have mentioned this, but one of the many problemsin the game is leveling up. A person gets no credit for playing the game for 4 months or 2 weeks. What i mean is i've been playing since July, basically since the game was out. If i was to drop all my skills i would be a noob all over again. I don't have a problem with requireing certain certifications for certain guns, etc., but i don't think you should be as good as the weapon you are able to use. The difficultly level should somehow be based upon your experience in playing this game with some sort of overall level used in most RPGs. Finally, speaking of certifications, I think there should be one for armor as well. Many may agree or disagree, but as a primarily offensive combat biased player with both of my characters, i have a problem with a medic or entertainer who has the cash slapping on a suit of adv. composite armor to go out hunting with. As in other games, character classes have advantages and with all advantages are WEAKNESSES. One of the common weaknesses with the cleric, mage classes (medic, artisan, entertainer etc. for SWG) is while they can use spells and effective magic, they are forced to wear crappy robes and tunics while the knights wear the good chainmails etc. That is something i definitely think should be addressed in this game not only to get a little more character diversity and seperation, but to also not have a lot of people running around looking the same.
Egeis
Fri Jan 23, 2004 4:05 pm
#158

Idea's for NPC city upgrade's



  • Guild Hall - Training Acadamies


    • In the SW universe these are places where you would look for training, work, or hired help. Since you can already get training at these structures in SWG, i have only two possible ideas for upgrades.


      1. New Static Quests, maybe a Epic Quest -

      2. The ablity to "Hire" a NPC. Just like faction pets but for neutrals or mercenaries,pay with credits.

  • Hotel


    • Player Rooms


      • Rooms can be singles (75 storage) or multiple room (250 storage) suites

      • Rooms must be declared Residence, and there is no option to place a vender.

      • Cost is higher than a normal house of there size, maybe even twice as high (Come on your living in a citym you expect cheap.)

      • Uses No Lots(apealing to miners)

      • Players Can only rent 1 at a time.

      • Remove the Slot Machines from the Elevators.

  • Mall


    • A place in a Static NPC city to place a vender


      • With load on demand, and lag issues, storefronts are preset and have only 1 or more item storage for venders.


        • Cafe design Preset

        • Market Preset

        • Artifact Store

        • Tailor, artisian, ect.

      • Storeroom, rear of store - 75 item storage, always set to private, cannot be a resident, no vender can be placed.

      • Store Preset is loaded after server reset, so you have to wait 1 day to open

  • Theater


    • Can't say to much here, I would like to go to a play or show

  • Starport


    • Well I guess when all those cities where establised over several hundered years they all used the same blueprints, except for theed.





Test Center Changes Need



  1. Insent Travel from any starport or Shuttleport

  2. or, No Travel Cost

Just a few more idea's, hope this helps spawn more, even better ideas.


BigAke
Fri Jan 23, 2004 5:26 pm
#159

overall thoughts:
first off, i would like to say some things about general changes to the combat system that i would like to see.

when examining weapons, the damage and speed numbers should be exactly the numbers that will show up in combat. (assuming you do not have any special modifiers and the target does not have any resists or armor) if the weapon has 100-200 damage and 3 seconds delay, the basic attack should hit for 100-200 damage every 3 seconds. this is just to make the numbers more understandable, it just confusing when i have to multiply the stats of a weapon by some value just to get the damage of basic attacks. (wysiwyg is good)

special moves should not have high damage modifiers without proper drawbacks. if there are high damage specials without drawbacks then the whole combat system degenerates to a "everyone spams his best special over and over until the fight is over" fest. proper drawbacks would be high delay, restrictive ham-costs or high accuracy penalties.

the main benefit of specials should be state effects, hitting a specific ham pool, shifting damage to a earlier point in time (frontloading), delaying damage to deal more damage at a later time (DoT) or hitting multiple targets at once.

now i would like to discuss some of the combat professions. i decided to put all into one post so that one can see the whole picture of what i am trying to say

rifleman:
a rifleman uses semi-automatic weaponry firing single shots at their targets. they usually have long delays between attacks, but their shots rarely miss. when they hit, they hit the spot where it hurts most. riflemen typically shoot at long ranges with an average penalty at short ranges.

as their main focus, riflemen should have specials that allow targeted ham attacks (Health, Action and Mind) - perhaps even targeting special hit zones - but those shots require careful aiming and thus the rifleman has to be stationary for those attacks.

riflemen should also have some kind of hip-shooting specials that allow quick shots with limited range and limited accuracy.

their main role would be picking off wounded targets at long range.



carbineer:
a carbineer uses full-automatic weaponry like SMGs and assault rifles firing in short bursts. they have average delay between their attacks and good accuracy but higher variance in damage when compared to a rifle. carbineers usually shoot at short to medium ranges, as the burst fire loses accuracy over range quite fast. (short note: i consider an attack as a burst, not a single bullet - good accuracy means that at least some bullets of a burst will hit the target. high damage variance due to the fact that you can hit with some, several or all bullets of a single burst)

as thier main focus, carbineers have specials that causes state effects like knockdown and posture change down as well as stun and dizzy, hindering the opponent in mobility and attack power.

carbineers should also have access to area effect specials inflicting light damage and causing state effects that are already mentioned.

they should also feature some kind of point-blank burst attack, dealing serious damage to a single target but also causing a high delay.

carbineers only have restricted access to ham targeted attacks (Action, maybe Health) that require them to remain stationary and causing high delays because they have to take aim.

their main role is injuring several targets at once with their area effect specials and slowing down the enemies advance, buying more time for ranged combat. typically carbineers should combine well with riflemen, they can delay the opponents and soften them up allowing the riflemen to take out wounded opponents.



pistoleer:
pistoleers use light sidearms firing single shots at a high rate. they have short delays between shots, but the bullets will not do as much damage as rifle rounds and carbineer bursts. pistols are usually used at short ranges because they have bad accuracy at medium and long ranges so that they rarely hit their targets when they are too far away.

the pistols main advantage is the ease of use, allowing ham targeted attacks (Health, maybe Action) while moving.

as pistols are less bulky than the other weapons, state effects like posture changes and knockdown should not work as good against pistoleers as they do against riflemen and carbineers (it is easier to get up with a small pistol than a bigger gun), they also should have the best chances against melee professions when compared to the other ranged professions.

trick shots (like disarm) and multi-shot attacks (like double tap and multi target shot) round up the abilities of a pistoleer.

pistoleers are not suited very well for bigger battles, their main role is fighting at short ranges in small scale skirmishes. they are the most defensive profession of the ranged professions.



commando:
i believe the commando should be the "heavy" ranged support profession. they use heavy ordnance against big targets (vehicles and structures) and machine-gun-like weapons as well as close assault weapons against infantry. they specialize in heavy brutal damage and lack in precision and finesse.

when using heavy ordnance (like rocket launcher and particle beam), the commando has to remain stationary to ensure a reasonable accuracy against the intended targets. those weapons should be extremely inaccurate against small targets to prevent any misuse of those tools. these kind of weapons have a limited amount of shots before they are used up, just like they are right now.

machine-gun weapons should deal considerable amounts of damage with a high rate of fire and limited accuracy. because of the size and recoil of the weapons commandos need to be stationary when employing machine-guns. to prevent any imbalance between machine-guns with basic ranged weapons (ie rifle, carbine and pistol), machine-guns should either have a limited amount of uses - just like heavy ordnance - or they should require expensive ammunition (think about this like weapon power-ups, drag&drop the ammo onto the weapon to load it and it does not fire unless loaded with ammo)

close assault weapons are used at short ranges, deal solid damage and are also reasonably accurate when moving. (i would put the flamer and the acid rifle in this category)

a commando should not have too many special attacks because they already deal solid damage with their arsenal, but area effect attacks should definitely be part of the few specials.

the main role of the commando is dealing heavy damage to single big targets and dealing good damage to several small targets, but they should not be able to do this for an indefinite amount of time.



melee professions:
i did not think a lot about the different melee professions, but it sounds reasonable to me that the professions that use heavier/bulkier weapons are less accurate but inflict more damage per hit and attack at slower rates when compared to the lighter weapons. however they should have state effects (knockdown, dizzy, stun) and area effect attacks while the lighter weapons specialize in ham targeted attacks (lighter weapons can be used more precisely)



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
shadowviper069
Fri Jan 23, 2004 11:34 pm
#160

To the Development team of SWG,


I just saw an article on a new Star Wars game Battlefront. This game as of right now is scheduled for the fall of this year on the ps2,xbox and yes PC.I hope that our game will not be hindered by this game. I bring this game up because it has one major common issue as our future expansion- Vehicles. I have read in the article thatplayers will be abletheuse of At-At's. Thatsomevehicles will require a crew to get the full use out of it, e.g. pilots and gunners. Please consider these possibilites for our game. Dev's of the SWG expansion have been pretty hush hush about real details of what to expect. I know for myself and many others would probably like a first person shooter/simulation aspect to the expansion. I know there is alot of Star Wars games out there, but when i first heard about Galaxies(before it was even released in beta)it was to be THE BEST ONLINE star wars game out there. I would hate to see that it only held that title for a year. I know the Dev's are trying their best to improve the content that is there now but I really think that they need to start discussing more the possibilities of the expansion with the public to keep the overall game the BEST online Star wars game.


Thanks for your time,


ShadowViper





Rebel Recruiter. " Come Join The Rebel army."
Possible Recruit, " Nice what are you going to give me to help take down this tyranny."
Rebel Recruiter, "Oh you will be equiped with our most deadliest piece of equipment, the Empire stands no chance against all of us rebels wearing these high tech Bicycle helmets."
CLab2021
Fri Jan 23, 2004 11:43 pm
#161

THUNDERHART


How abour you try explaing this to me.....




ArjunThakur wrote:




Just to point out, the devs have had our Top 5 list for all of 3 days and already they cracked out the permadeath issue. Regardless of whether you hate it or like it, and whether its permanent or temporary:






I copy and pasted it my self, I learn it by watching you, + I know how lazy you are about being able to click on a link but hell I throw one in for you too...Click Me


WT.F....are you kidding me...Pikeman and others Im sure have been gicing you (Devs) are danm issues for 6 months without jack crap from you, the baby Jedi whine and whine, and get fixes 3 danm days after they gave you thier Top 5......


All I can say is that sucks ass...sucks really bad ass....you guys suck....




J.I.A.S.F.C
EH_Longshot
Sat Jan 24, 2004 12:03 am
#162

Short Request- Can Advanced Forum Search have a date setting? I hate searching for stuff and getting WAY out of date hits (is anything from July reliable?)


Slightly Longer Request: In a word, transistions.


I
EH_Longshot
Sat Jan 24, 2004 12:11 am
#163

oops. hit enter or something.


2nd request was Transitions:


"The point of a journey is not to arrive."- Neil Peart


Idislike that in SWG, when people use a shuttle, they "pop" out. I would like to see people who arrive from shuttles walk off the ramp. I'd like to be able to enter shuttles and look around. In fact, I'd like to have to enter the shuttle and sit down after handing my ticket over in order to "zone." I'd like to have atransition "movie" of my voyageplay while I zone so I feel like I'm on a shuttle. I'd like to see animations of people mounting their bikes and pets rather than just "popping" on them.


SWG did a good job of going that one step past the EQ system of zoning, but we need to take it just a bit further.


When the Space Expansion hits (btw, can we start talking about that with you dev typesone of these days), I hope that I will be able to crawl down a ladder into the cockpit of my TIE Fighter, look around my space, have a seat, and take off from a Star Destroyer. I similarly hope that Rebels will be able to climb a ladder in to an X-Wing, lower their canopies, and take off and launch in to space.


Make Sense?


In short, this isn't Star Trek. We don't have transporters, but our shuttle system acts like one. Getting there is half the fun.
WolfwoodCross
Sat Jan 24, 2004 2:11 am
#164

/applaud IntoTheGarbage


Great post about the economy. Though I would hate to see the Bazaar system game mechanic left out, this is a GREAT idea for the SWG economy. Well thought out, I say.


Though perhaps to amend it, maybe the Bazaar system currently in use COULD be that common meeting ground for Merchants - meaning only Merchants would have access to it? I don't know how that would work, but it would be infinitely better than a "Bazaar Zone" I think.


If you want to see a baaaaaaaaaaaaaaaaalanced economy, go check out FFXI. They DEFINITELY got it right. It's a shame it wouldn't be translatable over to SWG!


Heh, we should get together and make our own Star Wars MOG and say F it to this one!



Wolfwood Cross - Tempest

KiIIgore
Sat Jan 24, 2004 2:37 am
#165

heres one .... architech ... concept ... role in GCW .


How: building temporary command ouposts ... atats, atsts, etc ... to set up a forward assult line for their faction ... things like that


DarthMercilous
Sat Jan 24, 2004 5:03 am
#166

Considering the level of tech in the game, doesn't it seem strage we don't have either helmets, goggles or scopes that allow for Night Vision? The little light just isn't enough in some places, and if you are a combat class, it would just add to the immersion.

Perhaps even infra-red would be good. Racially you would think that Trandoshan would have something like infra-vision orultra-vision, while wookies would at least have betterthan average nightvision. I'm sure apart from racial modifiers, goggles, binoculars of even a scope that's attached toyourweapon in order to give you night vision could be implemented. Hell, perhaps cerain helms could do this.


It doesn't have to be a true conversion, look at EQ for instance, they have versions of these, that while not great, do help. What does everyone else think?





Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
Vaddo
Sat Jan 24, 2004 6:21 am
#167


I dont mean to change the topic but has anyone noticed the small laser cannon mounted on the bottom of your speederbikes? And I was wondering.....do the Devs actually read this fourum? Im just wondering. Devs if your reading this plz consider making the lasers on speederbikes useable.



3Dronac Rancon4
Elder Jedi/Elder most everthing else
-KOG- Member
Hijacking sigs since 04'

3Ockeed ChaCha4

Versatti
Sat Jan 24, 2004 6:48 am
#168

I think there needs to be a refresh button on diagnose, it's silly that you have to keep diagnosing a patient.


Oh and another idea would be to see some kind of APC which could carry hunting parties around, say 6 peopleand perhaps make the land speeder a two seater so you can shuttle people about.





General Versatti.
Imperial High Command

Overdwarf
Sat Jan 24, 2004 10:24 am
#169

Please !!


I read much about star wars and i never saw Ninjas mentioned anywhere !


But on the other side Samurai would be fine too if we get Ninjas !! ( not meant serious)


cu all


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