Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-1-04)
The information on hit location is given by the color code. Red for Health, Green for Action, and Blue for Mind. Armor in the body, appendiges (sic), and head relate to these locations. Body is health, Appendiges are action, and Head is mind. Adjust your armor accordingly.
Someone correct me if I'm wrong, but I think I got it right.
Is it true that, while you make crafting aprons or tool kits for all of the other crafters, you would leave out the armorsmith? Armorsmith has got to be one of the hardest classes for an up and coming to ever top out with the originals. They dominate the market with their enormous wealth and trying to get experimentation tapes with out forking over 1-4mil per point, is next to impossible. This seems to be VERY unfair.![]()
Now that the theam parks have been revamped and are fun again can you do something with the outragious prices.
Avian meat 150 cpu
force crystal 500k
krayt pearls 5 to 8 mil
at least the holo prices have gone down.
signed
Badkarma
ahazi
Way back when in te days of old there was originally going to be a Third Faction for people ot play in. There are still people who don't want to play an Imp or a Reb. When is there going to be a Faction or two for them? With Perks and all just like the Imps and Rebs get? I'd like ot have som efun too, but I don't want to be a Imp or a Reb
Tom Earthswimmer
Boba Fett Quest:
- Main Idea- To track down whereabouts of Captain Han Solo
- Missions- Travel around different planets gaining info and killing competing bounty hunters
- Reward- Mandalorian Helmet (loot not wearable)
What it seems SWG (and EQ and its imitators) are missing is the simulation element. In its most basic form, rigid-body physics (as seen in Unreal Tournament for example) would make a world of difference - we wouldn't be able to walk through tables and other players.
On a broader scale, the game-world has a real problem - the graphical realism is quite at odds with the game mechanics - we have a beautiful rendered landscape and characters, but they're simulated using a system carried over from tabletop rpg's, with the MOB's, buffs and turn-based combat. It breaks the illusion, and doesn't begin to make use of the potential of computers for role-playing.
What I'd like to see is a game-world that works the way it _looks_ like it should - for instance with NPC-generated missions, instead of a stock list of missions with standard text, if NPC's actually had their own lives and businesses going on, they could generate missions for the player that had a real effect in the world. Similarly, instead of wandering aimlessly and re-spawning when killed, why not let the animals in the wild follow life-cycles, hunt, eat, breed, etc., so that there's a real eco-system you can affect.
So possibly a bit out of scope for SWG in the near term, but having a little experience in this area, I'd like to hear your opinions.
spab
marksman-in-training
I think instead of apprentince pts there needs to be quests or missions to earn the title MASTER.
1. Startin professions should not be too hard but the elite profs. need to be a challenge.
2. For example to get the Master Bounty Hunter title you would have to complete two player jedi bounties.
3. People will respect and maybe fear certian professions because they know that it wasnt easy to get Master title and they know how to hold their own or know that that person is best at what they do.
4. Gettin the master title needs to have rewards like gettin to use a certian guns, armor or can make unique items to make each profession more unique.
5. I think a good way to incorporate thiswouldbe to take away everyones master titles(but not their skill pts of course) and make them earn them. This will makeeach profession more unique and more exciting tostrive for.