Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-8-04)

roach_s
Sat Mar 06, 2004 9:20 am
#170

Quotes in Blue, (Devs, please fix that No HTML Allowed bug, The editor window IS an HTML EDITOR.)


Vagrant13,


Different ways of doing Theme Parks. If your character is a crafter in might be difficult to go out there and kill things to complete your missions. Have seperate Crafter, Entertainer, Smuggler, etc. variants of the same Theme Park.


Agreed, artisan solutions to the theme parks PLEASE, (but make them advanced level artisan. No point making everything as risk-free as making a power-up. Perhaps minor shooting, but with terminals that respond to non-combat-class characters only, like the terminals in the faction-swapping facilities.)




TygerBlueEyes,



TygerBlueEyes wrote:


If I understand it right if a Jedi using his power is TEFed. Wouldn't he be booted out the building then unless it public one?



Try these two things.


Get yourself TEF'd on the roof of a guildhall.


Set your house public, and set the access fee to something in the neighborhood of 1,000,000 credits.



LrdGaijin,


Here's an idea most people will agree with:


Get rid of shuttle waiting times. Simple enough.



I can earn upwards of 7200 credits every 10 minutes doing survey missions. The only limiting factors are...it's 1800 credits per survey mission max. You can have up to two missions. Shuttles run every 10 minutes. (I get two, and catch the same shuttle back.)


Take that off, and I'll be the richest player on the server, but go ahead.



DeathLemur,


- On a slightly more complicated scale, let us *build* houses. Rather than prebuilt deeds of predesigned floorplans (I am of the opinion that the designer of the Corellian/Generic floorplans needs to be shot), give us 'Lego blocks'... predefined wall sections, floor sections, etc. Give architects a tool to build a house design from these parts and make a schematic from that. Pop into a factory with the appropriate parts to build the house from that schematic, out pops a deed, and you place it like a normal house.
On a side note, I think SOE would benefit from looking at what Second Life is doing. A MMORPG world built of textured 3D primitives... oh, the flexibility possibilities!




Ohh... I agree. Can I watch? Better yet. Can I pull the trigger? Can I verify that mine isn't loaded with blanks first?



- A Resource Market. I've harped about this before, and I'm going to keep harping about it. Have a cluster of Resource Exchange terminals in the major city on each player planet (Corellia, Naboo, Tatooine, Dantooine, etc.)
Player A goes to the terminal with 10k units of Foobarium Titanium Aluminum, and feeds it into the system with a minimum sell price of 3 credits per unit.
Players B and C go to the terminals, both wanting Foobarium. B puts in an order for 5000 units at 3 credits per unit, and feeds 15000 credits to the machine to cover that. C puts in an order for 6000 units at 4 credits per unit, and feeds the machine 24000 credits.
Once ever five minutes or so, sales and orders are processed. Since C is willing to pay more for a unit of Foobarium, his order is completely filled, and 6000 units of Foobarium become available for pickup from the terminal. The 24000 credits that C paid is transferred to A's account, since it was A's sale that satisified the order.
Now, there are only 4000 units left for sale. Player B's order is partially filled at 3cpu, 12000 of the 15000 credits he paid is transferred to A, and 4000 units becomes available to B. B's order is then automatically modified to a 1000 unit order at 3cpu.
The terminals should also have a seven-day history of low/high/average cost per unit prices for resources it has handled. Resources should include metals, ores, chemicals, gases, meat, eggs, milk, hides, grains, wood, etc. Things you can harvest.


- A 'road' object that can be crafted and placed in player cities would be nice. Its hard to feel metropolitan when there's amber waves of grass between your house and city hall...



One, I definately like your idea for a resource market.


I'd prefer a radius of pavement, and structures raised up to level on it personally. This would have the added advantage of allowing more houses to be built in a smaller area.



FrundLWudge,


Hi, this is my first time posting,


i just thought it would be cool to expand on the artisan resource skills, like a metalurgist or a miner profession. the metalurgist could take sample materials (like alluminum and Steel) and make alloys that have similar properties but are deficient in others, this would take crafting experimentation to a hole new level since the players would have to find the right combination of the materials to make optimum results. and miners would beable to use droids and more material gathering type tools to gather said materials, heck you could even combine the 2, so you can gather the materials and experiment on them too.



I've thought about this myself. Keep the resource migration, but limit the number of resources. Let people craft resources to suit, (in 10k volumes.) Signature resources for signature creations.
Of course, then EVERYONE would have a 90%/90%/90%/90% experimentation hand cannon.


On another note. Your hotbar is your holster. If you don't want a gun in your hand, put it in your pocket.


Redguard
Sat Mar 06, 2004 11:03 am
#171

Just some thoughts on the static cities


1. Coronet by the Starport is a nightmare when it comes to lag. Is it possible or even practical to break up the Star Port into several Docking Bays around the city to reduce the amount of people congregating in one spot?


2. I realize that one of the economic issues is the lack of a money sink. Presently players can have structures but these are outside of the static cities. Could you consider providing people with an opportunity to rent apartments or even store fronts at the static cities? These items should be priced at a premium because as they would provide an advantage (for the merchant who places in the city) and would provide an additional money sink that relies on player choice.


3. Another money sink issue. Would you consider a small admission fee for the Catina/Hotel?


4. Somewhat related to cities: At this point in the game what is the purpose of not placing advanced level trainers on the map?


Non City related issues:


1. I'm not aware of any changes to camp sites but I have some questions.Will they continue to be required to call vehicles, pets and robots? If they are required will there be low end universal kits that would be craftable by scouts for others to use?


2. Stim-A's are something that should by and large be usuable by everyone. Is this going to happen?


3. Are we going to see Droid Commanders first or more functionality to robots?


Combat Issues:


1. There seems to be a big difference in efficiency between the ranged and melee classes. Melee types seem to have little dificulty holding their own against combat situations where the ranged class would be at a distinct disadvantage. While melee types have the skills and bonuses to go into the fight the ranged class has some tools that appear to have limited effectiveness to keep creatures of them in PVE.



Given the choice between style over substance. I'll take a sandwich.
JianKerh
Sat Mar 06, 2004 12:40 pm
#172

A very simple request, i'd like the following hairstyle http://swg.warcry.com/scripts/images/view_image.phtml?id=2961&site=13to be available to both male and female humans. It's a trite thing I know, but it's a unisex hairstyle really, and the braided hair looks better than the spaced dreads that the males have atm. I really wish I had a more in depth and wholly ingenius suggestion, but it's really just something as minor as this.



Veni, Vidi, Viscerati
Slick79
Sat Mar 06, 2004 2:23 pm
#173

wondering if the burst run is suposed to reset when db'ed causeI dont Believe that my clone would be to tired to run



Oxewi Afi
day two Carbineer/Doctor
Ruyo
Sat Mar 06, 2004 2:50 pm
#174

Whatever hapened to the space expansion and stuff this is stupid that it isn't even being talked about.
jef
Sat Mar 06, 2004 4:05 pm
#175

I think the main thing that would make any game much more fun and interesting is definitely 'player effect'


Player's actions should definitely have much more of an effect on the galaxy.. When I first got this game, that's exactly what I assumed, that when I find something in the game to fight for, I will see results.


When tusken raiders raid Bestine, who cares?! This is a great event to take place, but so what if no one defends the city? Honestly, I think that you, the devs, are a little cautious about making harsh things happen to people who just want to play the game, but the players (in my opinion) should not (by far) be so protected by all the peace-keeping laws there are in this game. If when I got missions (I'm reb on Bria) at a rebel mission terminal, and went and attacked and destroyed a major imperial outpost, I'd be having so much more fun if I didn't KNOW that all I really did was make my bank account and rebel faction go up, why? So's I can buy better stuff. Why? So I can get more money next time and buy even BETTER stuff. The concept gets incredibly boring in its basicness, and I think players need to be actually contributing to SOMWTHING, like in single player star-wars games, you have goals, missions, also, but they have an effect on other people. How can thingswe do have an effect on other people ifwe can't even provoke them in any real way?


If we could have a more noticeable affect on people, it wouldn't have to be the abilty to shoot anyone you want, 'cause in a game, you care much less than you would in real life I know, but systems ARE possible. So what if we made it possible to shoot anyone you wanted? Then make any agressors of non-aggressive people outlaws, where their deaths mean $$ for Bounty Hunters... With more flexible variables in this game, I believe it IS possible to create a greater deal of fun in-game, while keeping society under-control.




-love

----------jef
jef
Sat Mar 06, 2004 4:08 pm
#176

Prolly IS supposed to be tired Slick79.


What if the technology of cloning includes nano-robots who live inside of you that incessantly send data to the cloning facilities, telling them exactly how you are at that particular moment. That way if you needed more breath at the moment you were wasted, so will your clone.



- wink

jef
Hyperdiver
Sat Mar 06, 2004 4:46 pm
#177

Don't know if this has been suggested before, but how about the ability to Mask Scent whilst riding a vehicle or mount? Having to get off, re-apply, and get back on is a real pain ...


Just a thought.
roach_s
Sat Mar 06, 2004 4:47 pm
#178

RedGuard,


Cities

1. People congregate there in a buyers market. You can try to break it up, but it'll just move...to somewhere else people are already.

2. That'd be great...if you're one of the lucky few who gets a storefront. All the customers would be yours. If you weren't one of the lucky few to get a storefront, you'd be struggling to get customers even more than now. You might as well take away resource migration while you're at it, as it'd make this game one more where the first-comers would have it easy and everyone else would struggle for the leavings.

3. There are money sinks that haven't been used yet. We don't need this, and it'd hurt the casual gamer more than the die-hard.

4. Agreed, tenitively. It may be related to bandwidth.


Non-Cities

1. The devs have said no.


Combat.

1. I think that's the way they want it. Ranged has the advantage until the melee closes. Try posture change attacks.


Miriki,

People have been asking for MCS, and at least 2CS since Beta. Personally, I think the devs have proved the SCS concept, but I'm a hyprocrite. I recently started a new account, (like you, I don't want to undo my M. Artisan, M. Architect.)


JianKerth,

See above. Something that has been hashed out since Beta. I'm with you by the way. I live at the end of a 26400 connection, and Don't Want to be stuck with a game that suddenly turns twitchy.


Jef,

People have bragged about going Overt, and hanging around missions of the opposite side. Player gets his TEF for opening fire...Player dies from Commando sitting with the NPC's.

Go steal a facility from the other side. There's one on Naboo, that I know of. Get a large enough group together and take it back from the imps, (or if you're an imp, wait until it's a rebel property, and take it back.)

Do Act 3. Percentage of players from the two sides who compete effects the outcome. Rebels win, we get Dead Eye that isn't reliant on Alderaanian Flora. Imperials win, we lose Dead Eye.

Actually, much of what you are talking about was intended about 6 months before release. Bounty hunters were going to be the enforcers. I think the current garages were intended as jails at first. Personally, I think if they did that, the game would be a Griefer Paradise.

Yec
Sat Mar 06, 2004 5:26 pm
#179

I am fresh from the game where I've just had 11 ultimate failures making medical enhancements in a row, so I'm quite pissed off... but I'll try my absolute best to not give in to the dark side when I try to explain to you how much this sucks.


I am a master doctor in a Research center town with a +13.98 toolkit and a 43.51 crafting station. I have all the best resources and components made from those resources. I get on to make a line of buffs. Buffs that are absolutely experimentally maxxed for effectiveness are the ONLY types of buffs you can sell in this game, period. No other buffs are worth ANYTHING. You can't sell them, and if you use them on people, even for FREE, they get pissy because they're not PERFECT. So, I can settle for nothing but the best, all the way down the line.


So, I start out, put all the resources up, and click assemble. It does its little check, and hopefully it doesn't crit fail then. Next, I experiment. I have to have like 3 great successes in experimentation in a row to max out effectiveness. If even ONE of them is just a "good success", let alone "success", "failure" etc, all the work is blown all to hell. Now, forget all this crap of percent of crit fails.Tell me, what are the odds of getting great successes 4 times in a row. Why can't I, as a master doctor with everything going for me that I could possibly arrange, fail to make the best stuff 11 times in a row?


DO YOU KNOW HOW FRUSTRATING THIS IS?


Risk in crafting is bull. The challenge is to find the right resources, gather them, and put them together. A master should ALWAYS have the best successes. Their only challenge should be getting the resources they need. I am so sick of watching all my hard work get flushed down the drain ENTIRELY for the above reasons just by seeing one god damned "good success" or worse.




_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

Sillyboy
Sat Mar 06, 2004 5:36 pm
#180

I would love to make some of the mundane daily tasks easier. Those just take away from doing things that are actually fun. Dealing w/ my harvestors come to mind.


To possible solutions, which reduce the amount of total boredom:

1) Have a 'resource droid' that can deal w/ my harvestors (add energy, pay maintenance, grab the existing stuff, set the current resource). However, thats probably a bit much to hope for. So...


2) have much better slash commands. ideas:

- /paymain is horrible, though i would still prefer /setmain so i don't have to know whats already in there

- /addpower blows. different powers have different, um "power" (pe) so harvestors tend to last for different amounts of time. /setpower would be nice, but it would be best if it could take a time duration parameter, instead of a raw amount of power.

- there are 3 buttons on the harvestor hopper. 1) lose my hard work 2) lose some of my hard work and 3) grab 1 resource. How about we convert one of the totally useless options 1) or 2) into "grab all resources". Better ya a slash command /getresources.

- /setresouce <resourcename> would complete the set... then I could do


/getsresources (naturally, this auto-stacks in my pack w/ existing resources)

/setmain 7 (specified in days)
/setpower 7(days)

/setresource arbowof(some resource name)


Then I can slam that in a macro and totally cut down my time spent being bored. And I think these changes would be pretty straight foward.
GarrettGalaxy
Sat Mar 06, 2004 6:18 pm
#181

How about more species craftable items.


Wookiees are currently , as far as I know, the only species that can craft something for their species-- The bowcaster.


ok now that I thin of it, the twileks have a headdress and the Mon Cals have something similar.


I propose that there be even more items that are species specific, that includes more clothes items, armors ( yes should a rodian and mon cal and twilek look the same in a suit of composite? ) weapons etc. All these species or I should say races have their own cultures and developed technologly in different ways than each other. Have all the races co existed together for so many thousands of years that social customs no longer exist and everyone uses the same items? Similar to cultures around the world know of a coke can or bottle.


A good example of this is the Lord of the Rings movies, we can see how each culture has its own unique items. Why cant a galaxy of beings have the same selection? There ought to be strange alien items that look like nothing anyone has seen that performs similar functions.


Thats my 2 bits


OmpLoompa on Ahazi Tatooine Far Haven


surtrsfire
Sat Mar 06, 2004 7:51 pm
#182


As we all know, racing is a large part of Star Wars, from podracing on Tatooine to speederbike chases through the forests of Endor to airspeeders in the skies of Coruscant. But even now that we have vehicles in SWG, it still does not seem to capture the Star Wars feel. How many times have we seen scout troopers being thrown off bikes as they slam into a large tree, or Sebulba knock a competitor into the wall of a ravine? These violent competitions always end in a loud explosion and the destruction of the vehicle involved.


What I'm proposing is a new type of PvP where real players can compete with each other in real races that can have catastrophic consequences for both the player and his vehicle. People can choose PvP now by simply talking to a recruiter and becoming overt, basically turning a switch "on" that allows other people to attack u. This way people can choose if they want PvP or not. The vehicle PvP would be the same idea. When this mode is off, vehicles can't get damage from the environment around them (running into trees, walls, buildings, ravines.) If people turn this ability "on" (when they are racing with others) its allows them to take this type of damage. Hit a tree, and boom you're dead and your vehicle is scattered across the landscape, and obviously you just lost the race.


With this idea, player-planned races can be organized. The race organizer can set up waypoints on the map that only those that are enrolled in the race can see, and he can make it as benign or challenging as he chooses. A typically hard race might have racers traverse areas oflarge tree density, or pass through the streets of Coronet making 90 degree turns.Each of the racers has their vehicles in PvP mode and when the race begins, not everyone will come to the finish line alive, or with all their vehicles intact.


This can set up the artisan to become a real decider in races if they were allowed to customize the vehicles they create with greater variation to take in speed, acceleration, durability, armor plating, weightand the like. Few vehicles would be exactly alike in characteristicsand many players could boast about their vehicles stats compared to those who had lost.


Even as a bonus, the organizer could give out rewards like rare loots to the winners, or trophies or such. If such racing was allowed in SWG it might give new meaning and excitement to PvP.
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