Development Cycle Archive

Thread: In-Concept Open Discussion

Poleax
Sat Jan 24, 2004 11:06 am
#170






PsychoticChipmunk wrote:

I'd like to see a clock available in the game that shows personal time (EST, et al), world time (basically when it is on Dantooine to judge sunrise, sunset, noon), and coruscant standard (the time that shuttle departures are based upon). This way we can realize that it is time to log and head out to work, what time to expect streetlights to come on and snab a pic or when the sun will pop up so we can see the critters with ease, and what time we need to get to town.


Another thing that would be nice to add along with this idea would be a bus schedule. Shuttles arrive 10 minutes after they leave, well I've never bothered to check how long they stay down.So Ireally don't have any means of anticipating whether or not I'm going to be sitting for 9 minutes and 36 seconds or leaving on arrival. The clocks would really help but it would be nice if you could also get a tab or button that brings up, next shuttle isleaving at4 minutes 34 seconds at 14:26 CST.





/sign This is a great idea.
Frodawg
Sat Jan 24, 2004 11:18 am
#171






Overdwarf wrote:

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








Im not attached to the names but the idea of more professions, and the noghrai are ninja type ass



Frick
hambokc7mrp
Sat Jan 24, 2004 11:20 am
#172

OK lets see if I can say something new.


I am a Master Doc but I also have some survival for tents and Survey so I can find and harvest resources


for my self and others I simply can't afford to pay 65cu for decent resources.


I also have Mask I think that is envirnment


and had just enough skill points to get novice pistoleer but not enough to function in a combat role.


for me I no longer get healing XP also with low weapon skills combat is not an option I don't get combat XP


and for the same reason I don't get faction points.


I don't tend to ware armor because what I can ware takes away to much pool and only gives me 1-2 hits anyhow and none for eye shot.


so why do I go out on hunting trips I get a share of the mission reward ( the same as the guys getting combat xp and faction points and oh! loot) which I don't get, some times i can convince the menbers to harvest hides or meat for but most dont have the 800+OQ to make them usefull to a master doc.


I went to a rebel base that has imps attacking it with my guild but I was mainly able to stay inside the base and some times go out and drag incaped members back to the door(not inside) but i could not help them because ther mind pools were gone.


I could buff if I went back twords town and drop a camp to pop droids.


and I could rez of course. as you can see all of this is giving there is nothing for me there other than helping guildmates and heh others that fall to a storm trooper or AT STs mind shot.


just keep that in mind.


also so far all the story line ACTs have been combat related.


some changes i would like to see meds to resist poison,disease,spice downers,


how about a way for the group to protect the non combatants in other games the mob would attack the person giving it the most damage HATE and taunt.


how about a shield generator that is useable by docs that has higher reist but you can't shoot out of at all


feed it power ups and energy.


healing droids :alinko releases her mouse droid loaded with a stempac to heal a downed team mate"


"alinko sends here surgical droid loaded with a rez pac to revive a downed team mate"


basicly insted of an attack command a heal command could be used


I would love to see static bases or citys that have buildings or walls or defences that could be distroyed


but can also be maintained by crafters


for example if we could build a wall around our player city and put light turrets (not faction point quality) that the crafters canmaintain and repair thatWILL protect the city.


heh heh turrets with power ups lol


I would like to see small bases that if they are held by imps will spawn storm troopers but if they are held by rebels will spawn rebels and the transfer would be fairly easy, not the long process of distroying a base.


weather it is all visual and some sound try adding other effects like a blind and or some partialknockdown for a nasty TAT sandstorm or some temp loss of stats while in the storm, loss of con in the winter action in the rain camps can provide protection maybe clothing.


MORE ENVIRNMENT...


make the crafting more consistant I am a master doc with good crafters and good crafting stations and good resources, when making lower meds it should be much harder to get a fail than when i am making a top med using -14.00 crafter a 1.0 crafting station and junk resources.


also there is way to much randomness on the meds. the base score should have a strong relitive score to the power of the med I have a 825 base action buff that hits for 800 points to 3200 points need to smooth that out some


I play another game and it is having the usual growing pains but I prob won't play both for long can't afford 30.00 per month and the one that solves some of the basic problem us part timer non combatants face and the communication issues will end up with my money.


EQ got to the point where I FELT players were not being heard reguardless of the facts,


all the upgrades catered to the powergamer mega high level 50+ and the rest of us were and after thought


also the PC requirements advanced faster than I could up grade PC much faster


I still get emails inviting me back


I played some other games A Tail In The Desert (no combat Crafting only) get grass and mud make bricks take bricks and make this take this and make that. yuck!


EVE a space trader ship game where you ship was your avitar got to the astroids mine resources then go process them to componets and sell them or be come a combatant and spend all your time finding the most lethal configuration because that is what every one else is doing one or the other, if your not a full combatant you dont stand a chance.


I have been in the rlNAVY for 19 years now and what i am looking for is an envirnment where my avatar can exist.


I dont think some one should be able to walk up to me and stand there while i atempt to do some damage for 1-2 min using a FWG5 with a power up then eye shot me with out so much as a scratch.


if your going up against someone with a gun there should alwase be cause for concern make people take pause even when up against a non combatant.


like I said befor I am a novice pistoleer and I have a FWG5 for heat, a DX2 for acid, and a Republic Blaster for energy and the most I can hope for it to take some small bugs.


*note the DX2 and I am pretty sure the blaster are lt armor persing but the damage does not seem to work that way because when I hit unarmored mobe I should be getting much better damage than my non AP weapons they all seem to be tied to there damage numbers ie. a 30-200 weapon is better than a 29-199 with all other stats the same reguardless if one is AP or not.


and lastely, if your still reading by now.


I would love a way to earn more skill points how bout 1 skill point per 100 rezes or per million hit points


bages would be cool a bage for every 1000 rezes or more experiment points for "time in service"


maybe one time use ones?


thank you very much for your time.




progman63
Sat Jan 24, 2004 2:54 pm
#173






PsychoticChipmunk wrote:

I'd like to see a clock available in the game that shows personal time (EST, et al), world time (basically when it is on Dantooine to judge sunrise, sunset, noon), and coruscant standard (the time that shuttle departures are based upon). This way we can realize that it is time to log and head out to work, what time to expect streetlights to come on and snab a pic or when the sun will pop up so we can see the critters with ease, and what time we need to get to town.


Another thing that would be nice to add along with this idea would be a bus schedule. Shuttles arrive 10 minutes after they leave, well I've never bothered to check how long they stay down.So Ireally don't have any means of anticipating whether or not I'm going to be sitting for 9 minutes and 36 seconds or leaving on arrival. The clocks would really help but it would be nice if you could also get a tab or button that brings up, next shuttle isleaving at4 minutes 34 seconds at 14:26 CST.






An in-game clock/date function - current RL time/date - is something I've wanted in EVERY on-line game I've EVER played.







"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


kaywannawanga
Sat Jan 24, 2004 3:01 pm
#174

ok, i've scoured all of the forums....my eyes are bleary from reading so many threads....so i'll just ask in here. is there any info out about the next expansion.......space and space vehicles??



*sshhh* i won't tell anyone else i promise!


progman63
Sat Jan 24, 2004 3:18 pm
#175






Haruspex77 wrote:





Thunderheart wrote:

If you have general questions about the process, please ask in this thread.





The role of faction pets, droids and creature pets needs space in the combat re-vamp concept discussion.


Hopefully, Creature Handlers will not be the only pet users, and pets can make a huge difference if they are even close in level to the primary combatants. Faction pets certainly can be even now, droids should be on their way. Creature pets have been toned down (esp. non-ch), but BE pets can still make a difference.






One suggestion that keeps comming up during discussions about pets, in-game and out-game, is the ability to hire NPC henchmen.


If you walk up to many NPC that are not quest/mission givers, or fixtures, or trainers, it would be nice to be able to hire a bodyguard or companion for times when you cannot find anyone to hunt with or group with.


An NPC henchman could be treated like any other pet if deemed appropriate, with attack, guard and follow commands, or it could just follow you around and guard and attack your selected target/MOB's.



Currently there are no skills for using henchmen, and I'm not sure if the would be necessary depending on how such a feature were implemented.


They could be developed into regular pets with a full blown set of skills or a skill tree for usage with PCD and common pet commands, and players could search for better henchmen and hire and fire them.


Or they could just be guns-for-hire, rentable by the hour.









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


progman63
Sat Jan 24, 2004 4:12 pm
#176






atytula wrote:

I have been realizing that the medic professions are being heavily exploited right now (it is my opinion that it is an exploit, not necessarily SOE). Lets look at this from a roleplayers point of view. Lets say I want to be a combat medic. I work hard and spend a lot of skill points to become one. I do get some combat skills but overall I am weak in combat because I chose to become a doctor.


I go to a planet and look for a group that needs a doctor. There are always a group here are there wanting one but it is usually slim picking to get in a group doing something interesting. I go to the med center to heal people for $$$ but on most planets, med centers are deserted. I ask myself why that is and come to this conclusion:


There are combat templates out there right now that include some medic skills. Almost every combat player out there has some medic skills. Example: TKA/MD, Pistoleer/MD, Commando/Master Medic, and many more. Why do people do this. Well it really helps if you want to solo some creatures/NPCs as you can heal yourself. When you go to a med center to get healed, you don't have to wait for a doctor to heal you or have to pay a tip, you just heal your wounds yourself.


Right now, this has a) made some really powerful soloing templates and b) made being a medic to help others useless. So, what I propose to fix medics and bring back the need for people to be medics first, not combatants first is this.


.....


Of the people that complain, I expect to see many people say that they like to solo things and that even though this is a MMORPG, they should be able to choose a profession template that lets them solo. I agree to a point. While this is a MMORPG which requires multiplayer, sometimes it is hard to get a group of friends together, and getting together with just anyone isn't always wanted, soloing is required. But with this proposed change to medic professions, this only prevents people from soloing big game and dungeons. They can still solo lots of MOBs out there, but if they want to do the Warren, or some dungeon or take on a Krayt dragon, they are going to need some help. IMHO there is nothing wrong with requiring to form a group to do some advanced combat in this game.






I agree with what you've said, to a point.


I understand that you're a CM so your situation may be different that Doctors, base Medics, or players that only have a few Novice Medic skills.


As a crafter, I have to collect organic and inorganic resources, and protect myself from creatures in day to to life here in SWG.


Yes, Ihave Novice Medic so I can heal myself.

I also have Novice Entertainer so I can heal my mind and BF.

And yes, I solo most of the time.


Only because I simply cannot find anyone when I need to do things.

There's just no one around any more.


The NPC cities are empty, the Med Centers are empty, the Cantinas sometimes have a few AFK Entertainers.



There are several factors that have produced this situation, but we can discuss that later.


I STILL need to be able to heal myself and play the game without spending hours sitting on my butt waiting for other people to show up, or the Med Center to very slowly heal my damage.


That's not playing the game, that's wasting MY time and money.


And I don't like doing that.



I'm all for creating and maintaining interdependencies between professions.


But my gameplay experience cannot be gated because I cannot find anyone to play with.


Players need some small amount of independence just to play the game.


And I'm afraid that if the devs get too gung-ho with changing medic skills I won't even be able to get on and play for more that 15 or 30 minutes before I'm stuck and have to just log off.



There are also lissues on the lower levels of the Medic profession that need to be balanced which could benefit all Medic professions.


The fact that you only need a medical rating of 5 to usethe Stim A and the Stim B, and Wound Pack A and B has always perplexed me.


And I'm sure there are other specific issues that most of us are unaware of.









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


ExKonoko
Sat Jan 24, 2004 9:14 pm
#177

Hi My name is Bryan Meck im on server Bloodfin my game name is ExKonoko. I think the war whould be fun adn whould make a fun twist in the game so i think they should do this.
Evette
Sun Jan 25, 2004 12:04 am
#178

I would like to see a "Hardcore Server" one where everyone can be perma-deathed.


The only real attraction Jedi held for me... was competing on a level, where if I died (too many times) I would have to start from scratch. Now with perma-death gone... there is no "truely" elite profession. Anyone can do anything in the galaxy. Thereare no skill levels of play involved ... allanyone has to do is be patient... and grind to where they want to be.

Please don't get me wrong I love the galaxy. I would just like to take the next step... an increase in the difficulty of play. Imagine a master Bounty Hunter on a Hardcore server! Even if the SOE version of a "Harcore Server" was a 3 strikes your out "Perma-death Server"... I would join it in an instant.


Thank you for allowing posts like this







Eve'e Aldrech...
Learner of things...
STATUS: Lost... last seen in the Scylla Galaxy.

Naryb Inglis...
Finder of things...

STATUS: Located in the StarSider Galaxy.
PetaByte32
Sun Jan 25, 2004 3:47 am
#179

Some ideasI have had:


Make Stim A's have a Med Use of 1 and give all players Med Use 1. This would help free up points for most players as many just get novice medic for the stim use and it's really a waste. Also it would help bolster the economy as medics would be able to sell them.


Allow all players to drop a basic camp kit. But only the scout gets the healing bonuses for camps. This will let players call pets, vehicles, and give a safe place to log out. Also it would help the economy by giving scouts something to sell to other players.


Give Medics, Doctors, and CM the ability to survery. Not sample. Just survey at 64m. This would help the medicos find what they needed.



PB32





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Elminster1
Sun Jan 25, 2004 4:02 am
#180

Any chance that treasure maps could be made 'usfull' ? Maybe make more difficult ones instead of them all spawning 2-3 200 HAM npcs? And maybe adding something in the container besides a CDEF weapon or 1-3 units of crappy resources.



~Elminster (Yes! That's my ingame name!)
Rebel Colonel
Master Swordsman and Master Doctor
My vendor is located just 600m outside Bestine on Tatooine at -2035 -3756.
"A door is a mystery, it is. Though most would think, 'tis a mystery to find what lies on the other side. The fundamental question is always, whether 'tis there to keep something out or to hold something in."
Stealthshadow
Sun Jan 25, 2004 9:02 am
#181

puts on his anti-flame suit & hood.................


Ok ,im ready now,at east i think i am.


Some ideas that ive really been thinking about lately are:


1) Eliminate the fencer,swordsman, & pike proffesions. I cannot see where they even fit ...in the SWG universe. This isnt EQ,DAoC,or Asherons Call...if we wanted to play those types of chars ,we'd go play those types of games....


2) Why is there 2 types of "Rifle" professsions? ( Rifleman & Carbineer) Seems to be redundant...just make it one Rifle proffesion.


3) TK needs to be a full 3 tiers of trees in order to become a TKM. Make it so that you if you choose to be a TK in the game, that it's the only proff that you can be.Tk wouldbecome a proffesion that you could not dabble from. A Revamped Brawler line with close combat hand to hand, knife fighting skills, etc. would be the path for all the current proffs that require it as a prerequisite now. VK's, Gaderati, Stun Batons,etc. would be in the brawler line for weapons.

4) Add some new proffesions to the game such as Spy, Assassin, Mechanic, etc. .


5) Make it so all defense/posture mods from different professions do not stack....unless its specificaly part of a professions progession path.


6) Terrain Negotiation would be a part of all professions skill trees, as would a very basic Med skill.


7) Fix all of the "broken" stuff and add more SW immersion content.

KaiUhmaa
Sun Jan 25, 2004 9:14 am
#182




I know this may not be on topic but.... I'd like to faction perks be equitable like Imperials have AT-ST's and soon AT-AT's(?), what about Rebel hover tanks and snow speeders. I mean the devs are making AT-ST harder to kill without giving the rebels anyway to counter act it. Remember in this part of the story line the tide is turning, Rebels start winning battles.


I know the Imperials have more hardware to use, but in the story line the Rebels have quality. a.k.a. better 1 on 1 equipment The Empire does cookie cutter war machines, quick and cheap. Even Storm Troopers are under trained, they win because of numbers.


For game balance I understand Imperial players are out numbered but, they are not all powerful. They win because they do things Rebels won't, even with them being outnumbered.


Ryyhbacca


Kettermoor Server





Col. Kekau Emeen

Imperial Pilot

Wookie Reeducation Project


Proud to be DLE
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