Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-22-04)

Calculus_Entropy
Wed Mar 17, 2004 8:35 am
#157






Fred_Skinner wrote:


I'd like to add to the harvesting request...


Demand for creature harvested stuff is far outstripping supply. Harvest needs increased. There were several proposed items in the SotP for Rangers that dealt with this.



  • Increase the percentage overall, especially for Rangers.

  • Allow harvesting of more then one resource. Just why would we leave the bone after stripping the hide?

  • Give us a trap-harvestor. The idea would be we would have an ability to find the migration patterns on a planet and put down a trap that would "catch" animals. We could lay that down on one planet and hunt on another, catching "in-shift" stuff in both. This would be like a beaver trap in the days of the Fur Trade.

At least the harvest increase could be done. That "Vegash" or whatever you call it is pathetically inadiquat for the magnitude of the problem.





I certainly agree with the Rangers who have posted here, but there are more problems with rangering than harvesting. We need a looksee TH/Devs. Our last useful skill (all of the others stink or have been nerfed) is barely adequate to justify the profession. Tell me again why I would want to keep master Ranger when I can drop it, keep master scout, master another combat profession and become a killing and harvesting machine.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
CassieDancer
Wed Mar 17, 2004 9:51 am
#158






damocles88 wrote:

I have a suggestion that might help some of us long-time players continue to play.


As characters age and do certain activities, they could receive 'life experience' in the form of an increase to their 250 skill point cap. An example of things that could increase the skill point cap would include (the numbers are there as examples only and probably need to be tweaked):






I love this idea. I wrote a very similar post last week, and like this post, it received 5 stars from the readers. I think this is an idea that really needs to be addressed soon, as it affects long-term loyalty to the game.


- Cassie, The Dance Hall Girl



- Cassie, Dance Hall Girl
[Cassiopia Darkstar on Chilastra]
Fred_Skinner
Wed Mar 17, 2004 10:04 am
#159






AnXdiety wrote:
Part 1 General

...snip...

2c. Classes and Professions

All classes need to be balanced against each other. For the primary forms of attacks there is 3 main lines. Long range, Mid range and Close range. They should all be balanced off of each other. Pistoleers should target health and be close range fast damage dealers with a max range of 48. They should not be able to fire further than that. Carbineers should be the middle of the road targetting the action pool and have a medium speed cap at around 3 seconds while they do a medium damage. Riflemen should have their range increased to 96 meters. They should do higher damage at a slower rate. Perhaps a 5 second delay cap and target the mind pool. Each would have their own role from their respective ranges. The same could apply for the Melee classes. Fencer high speed low damage, swords medium speed medium damage and then pikemen with high damage at a slower rate. TKA should be moved to require master brawler as a prerequisite. Leave it as a culmination of all the above classes as they are now.

...snip...




You can't do the speed thing, we have been over this. Status effects and front-load damage vs over time damageget to be a problem. Not to mention suspending belief just to make balance.


Lets think of things that, say, have some semblance of real life instead AND achieve balance. Example: Dual Wield for pistoleers. 2 damage types at the same time, double damage. Now it's on par with Rifles, but not the same, you need to expoit advantages against disadvantages. I do agree the range thing needs to be fixed for them. Their long range needs to be as crippling as Rilfeman short range (no, it isn't). Carbineers just plain needs fixed, AoE KD and such (and only them). Think along these lines.


Think outside the MMORPG box and useexamplesfrom real life to make it much more immersive. Real pistols are last ditch weapons the sniper whips out on a guy about to sneek up and knife you. Something like great close range and running with Dual Wield. Rifles are the core infintry weapon, and sniper if given enough cover and time to do sniping. Carbines are the spec ops guys: they should have some cool moves, master of status effects and great defense all around. Commandos should have anti-vehicle abilities, punch out walls, turrets, the best AoE attacks. Think this way. Nerfage makes me chafe...





Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Stewwi
Wed Mar 17, 2004 10:10 am
#160

i would like a whole ranger revamp too, for starters a whole makeover of camps + there r many interesting proposals in the rnager forum. but the harvest improvment is something that the devs can include in one update if they are planning to revamop another proffestion before and its something thatmany proffestions will benefit from



Ranger, Armoursmiths, Chefs, Medics, Bio engineers etc


if they wanna do the full ranger revamp id be more than happy with that



THE Ranger

on the farstar server
DaImpaler Girith
Proud Member of the Crimson Maraduers
AgonThalia
Wed Mar 17, 2004 11:25 am
#161



Calculus_Entropy wrote:


Fred_Skinner wrote:

I'd like to add to the harvesting request...

Demand for creature harvested stuff is far outstripping supply. Harvest needs increased. There were several proposed items in the SotP for Rangers that dealt with this.

  • Increase the percentage overall, especially for Rangers.
  • Allow harvesting of more then one resource. Just why would we leave the bone after stripping the hide?
  • Give us a trap-harvestor. The idea would be we would have an ability to find the migration patterns on a planet and put down a trap that would "catch" animals. We could lay that down on one planet and hunt on another, catching "in-shift" stuff in both. This would be like a beaver trap in the days of the Fur Trade.

At least the harvest increase could be done. That "Vegash" or whatever you call it is pathetically inadiquat for the magnitude of the problem.



I certainly agree with the Rangers who have posted here, but there are more problems with rangering than harvesting. We need a looksee TH/Devs. Our last useful skill (all of the others stink or have been nerfed) is barely adequate to justify the profession. Tell me again why I would want to keep master Ranger when I can drop it, keep master scout, master another combat profession and become a killing and harvesting machine.




Exactly. As a Master Ranger/ Swordsman, I was outharvested by a scout with 4 hunting boxes and commando. This was pathetic. The fact that someone who can merely outdamage me and harvest faster is in my opinion an imbalance that I would like looked at. Ranger should include finesse and skill and not just competition with a high damage output.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

AgonThalia
Wed Mar 17, 2004 11:26 am
#162


Calculus_Entropy wrote:


Fred_Skinner wrote:

I'd like to add to the harvesting request...

Demand for creature harvested stuff is far outstripping supply. Harvest needs increased. There were several proposed items in the SotP for Rangers that dealt with this.

  • Increase the percentage overall, especially for Rangers.
  • Allow harvesting of more then one resource. Just why would we leave the bone after stripping the hide?
  • Give us a trap-harvestor. The idea would be we would have an ability to find the migration patterns on a planet and put down a trap that would "catch" animals. We could lay that down on one planet and hunt on another, catching "in-shift" stuff in both. This would be like a beaver trap in the days of the Fur Trade.

At least the harvest increase could be done. That "Vegash" or whatever you call it is pathetically inadiquat for the magnitude of the problem.



I certainly agree with the Rangers who have posted here, but there are more problems with rangering than harvesting. We need a looksee TH/Devs. Our last useful skill (all of the others stink or have been nerfed) is barely adequate to justify the profession. Tell me again why I would want to keep master Ranger when I can drop it, keep master scout, master another combat profession and become a killing and harvesting machine.




Exactly. As a Master Ranger/ Swordsman, I was outharvested by a scout with 4 hunting boxes and commando. This was pathetic. The fact that someone who can merely outdamage me and harvest faster is in my opinion an imbalance that I would like looked at. Ranger should include finesse and skill and not just competition with a high damage output.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Tripp
Wed Mar 17, 2004 11:58 am
#163

Just a thought.. I was bored. Tell me what you think.

1. Increase by a factor of 4 the materials needed for each individual spice item.

2. Add one 'optional component' slot to each spice recipie.

3. Allow spice expermentation, to give spice 'charges'. (the reason for the 4x increase). This also gives us a reason (finally) to find quality materials.

4. Allow spices to be affected by the Bio Engineer made food additives... increasing Percentages of effects, duration of effect, or increasing the number of charges. Of course the 'filling' abilities will be useless. (the reason for #2). This eliminates the 'one spices IV smuggler is as good as another', and gives those that would go out looking for the right stuff an edge.

5. In addition to Bio Engineered food additives, allow us to try various other materials in the optional slot to 'cut' our spices with, for varying effects... Including other spices, though the effects of 'mixing spices' should be somewhat unpredictable, and should also be undocumented by SoE (let the smugglers find out themselves), perhaps giggledust mixed into Neutron pixie lowers it's downer, while mixing giggledust and muon gold produces radically different buff numbers (-400 mind, +1000 focus and willpower, with a double duration downer). In some cases mixing generic materials (such as flower fruits) may have a minor benificial or detrimental effect... by making all sorts of combinations, you give the tree a very 'shadowy, illegal, underground' profession kind of feel... and perhaps the guy who finds adding combat medic mind poison units to his muon gold doubles the buff in exchange for a much longer downer might just keep it his little personal secret, so his customers have to come to him.

6. List downer times and effects on the spice. Necessary if you are going to affect them with different materials.

7. Add three spices to master smuggler. Make at least one of them something 'exotic'.




Major Tyas Duskchaser - Elder Smuggler/Master Freelance Pilot. Nothing else matters.
Wandering the wastes of Tatooine, Eclipse Server.
"I can't give you the location of the rebel bases here. For less than 5k per base."

Tyar Eyurn Rebel Jedi. Have X-Wing Advanced, will travel.
Eliss
Wed Mar 17, 2004 12:10 pm
#164

I have but ONE request... Let us stack factory crates to 1000.


I have 12 types of ABPH's and it's very difficult to know exactly how many I have left, and which crates are what serials... I have 7 crates of same serial with various numbers in them.. i.e. a crate of 12, crate of 3, item out of the crate, crate of 5, crate of 20. Crafting is already frustrating enough as it is... I'm already using 2 houses to hold the resources, 1 to hold the looted components, 4 to hold the factory crates, and 4 factories, I craft 30 crates of stuff a week... this is nuts.


Also, Why is it that Rocket launchers, LBC's, HPBC's, and ABC's only come out in crates of 7? We can split the crates, why can't we restack them?







Eliss Breen
Master Weaponsmith +24 Assembly/+24 Experimentation - Lowca, Naboo, Serenity
Vendors for 5 Master Weaponsmiths located in the Serenity Merchant square @ 2915 -5444
Every Pistol, Carbine, and Rifle is stocked.. Over 1000 Items in the tent.

If you want you can drop off auction wins on my "Weapons by Eliss - Sliced" vendor.
Nemo0
Wed Mar 17, 2004 12:44 pm
#165

Given all the other Ranger posts, I think people might be starting to see the point. But we definately need help. Smugglers are complaining about their skills--they at least have 2 usefultrees (dirty fighting and slicing). Rangers get almost nothing from wayfaring (slightly better mask scent and faster crawl speed--vehicles make the first unimportant and the second is rarely needed). Frontiering has just been nerfed to pointlessness (low natural heal rate is all we still get--droids work as crafting stations and allow you to heal, you no longer need any camp to pull out pets/vehicles/droids). Trapping has always been pointless (how many people even know rescue exists except for the skill mod tape, the two traps we get are almost worthless). And even the tracking tree is becoming less thanuseful (just riding around in a vehicle looking for stuff will usually find it quicker than a ranger tracking it and the harvest bonus is less than you get for taking an extra combat profession). We've been quiet for a while but the general concensus on the Ranger forum is that we need to speak up. While most of this game is getting improved each patch removes more and more of Ranger's usefulness. I can understand that there are probably less Rangers than Jedi (at least people who would consider Ranger their primary profession) but something needs to be done or you will start finding organics becoming even scarcer (and probably more expensive). Help us help you!


Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server



Lythender Nirou
Crazy Bothan


777erc
Wed Mar 17, 2004 3:41 pm
#166

Everthing that needs to be said to support some ranger help has been said. So ill just add my voice to the help the ranger front.


help the ranger



Narrec Plac
Chilastra
Pistoleer, Fencer, CH
souljourner89
Wed Mar 17, 2004 4:13 pm
#167

I think a cool new dungeoun to add would be a qaurantined section of the deathstar where you get a cutscene of yourself heading to the deathstar. The story could be somthing like this: a mysterous shuttle arrives at one of the many docking bays in the deathstar moments later the commander of that bay hear screams coming from the comlinks of his strormtroopers and he tries to respond and he doesnt get any responses so he and his higher in command decide to qarauntine the whole docking bay but dont want to send more of their own forces in the bay so they decide to use hired hands being you which they are not worried about sacrificing.







Patience is love's partner if you have both you will have everything you will ever need.

Dorth
Spy
Radiant Server
WillinB
Wed Mar 17, 2004 4:26 pm
#168

Something I'd like to see added to the game soon:

MUSIC AND SOUND EFFECTS!

these can contribute to starwarsiness greatly. Just go to www.livethesaga.com. It feels so starwarsy because of the music, doesn't it?
Versatti
Wed Mar 17, 2004 5:38 pm
#169

Just to add to what WillinB said;


How about theme music for your guild halls, houses, player city halls.


Music could be taken from the planet themes or Imperial, Rebelmusic.Played upon entry to a building and would last for the amount of time specified by us.This couldeasily be accessed by an option addedtothe building console. You wouldchoose your theme and also an option to toggle it onor off andhow often its played ie perhaps just on entry or to loop whilst players are inside.


I think this would be great for malls cheesy tiny music as heard in bestine guild hall & would add to a better themed GCW for Rebel or Imperial only guild halls/player city halls.



General Versatti.
Imperial High Command

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