Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)

th0mas
Tue Jan 27, 2004 10:24 pm
#170





I'll just change the typo in the subject, its not hurting anyone i know that but my eyes dont like it.

Q: TH can you show off your amazing Dev skills and change the topic? =)



Picked off from the middle earth forums is a quote i think could change SWG combat as we know it...



These special shots should not be spammed repeatedly on the same target. I don't like the idea that special shots cost an extordinary amount of stamina, since it takes no more effort to stab someone through the eye than it does through the shoulder; indeed it probably takes less. However I think that it should be obvious that if you take a shot at a person's head twice in a row they will be looking for that shot next time, and have an easier time defending against it.


I therefore propose that the more times you repeat a special shot in a row, the less success you are likely to experience. E.G. Let's say you try for a head shot at 70% the first time and miss. Let's say that for each contiguous identical shot you will be 30% less likely to hit. Next head shot will be at 40%, and the third at 10%. There should always be some chance of hitting, so let's say 2% is the minimum. That means that though the opponent is watching for your shot you might get lucky.




Hows that for a combat change?
I guess we will have to wait it out and check out the new combat system.

This would actually make combat so much more fun, not to mention a whole lot harder!

Any chance of this happening?




Aefa Freesky / Areek Freesky / Aylana Freesky
(All Cancelled)

Co-founder of AE Medical
WoW - Shadowsong Server - Aefa - 60 Alliance Hunter
Kade_Deveron
Wed Jan 28, 2004 1:24 am
#171


Sorry for the length, but I think this is worth the space:


With all of the furor over the Imperial crackdown, I think there is still a real opportunity to make the Empire work in fun ways. As a few members of the forums have noted, while the crack down appears imbalanced, part of the problem is that members of the Empire arent used to being members of the Empire. In terms of equipment, dress, and combat behaviors, the rebels and Imperials are virtually identical. Faction items (faction bases aside) have NO role in the GCW. This is a problem and very much a development issue at its heart. For whatever reasons, the game is currently geared toward discouraging "Imperial" immersiveness. FIXING the Empire will take some development time, but I think the effort is worth it.


What needs to happen?


1. Faction weapons and armor need to be made craftable by factioned crafters.


Under the current economy, I can buy 12 sets of the best composite armor made OR I can buy one set of really mediocre ST armor. I can buy a so-so imperial blaster or I can buy a crate of great scout blasters. I can spend 600 fp on an imperial unform that I can only wear when overt, or I can BUY the same uniform and wear it all the time. I think you see the problem. There is no incentive to using standard faction items. Making these items craftable puts them on equal grounds with other items in the economy and make them much more accessible to players.


2. Faction weapons and armor need to be competitive in quality with other craftable items.


Tied to the above, faction items need to be craftable AND competitive. I should be able to buy ST armor of equal quality to that found in composite armor. I should be able to buy imperial rifles, blasters, and carbines that can compete head to head with other weapons on the market. Moreover, there should be varying levels of quality available, such that, if I lack the funds, I can buy a low quality set of ST armor (perhaps the equivalent of chittin armor) that at least has the right look to it. This allows, everyone, regardless of their level of skill or cash availability, to get the right look for their faction.


3. Greater varieties of faction weapons, armor, and uniforms need to be available.


Here are a few Imperial examples of the wide ranges of uniforms available to players (or that SHOULD be available).

http://www.theforce.net/swtc/Pix/cg/ra2/Blckclad.gif
http://www.theforce.net/swtc/Pix/vidi7/ntroop08.jpg
http://www.theforce.net/swtc/Pix/zs/rotj/traffic1.jpg
http://www.theforce.net/swtc/Pix/zs/anh/gunner1.jpg
http://www.theforce.net/swtc/Pix/cards/ccg/technic.jpg
http://www.theforce.net/swtc/Pix/cards/wide/tesb025.jpg
http://www.theforce.net/swtc/Pix/chron/atstcrew.jpg
http://www.theforce.net/swtc/Pix/vidi3/anh09_5.gif
http://www.theforce.net/swtc/Pix/zs/rotj/vlineup01.jpg


These, or uniforms and armor like them, should be available to overt imperials. The fact that there are so many different ST support personnel available should illustrate the armor possibilities. If it were me, I wouldnt make dark trooper armor available as they are robots not people


4. Factioned players, especially Imperials, need to be "encouraged" to be in uniform.


This encouragement should come in the form of showing rank on uniforms (or pauldrons for armor). In addition, I believe that there should be some bonus or incentive to wearing factioned uniforms/outfits or alternatively that overt players should HAVE to wear them while overt. Its possible that simply making the armor competitive would be enough to draw players to them.


5. Faction pets need to be a viable part of the war.


Unlike CH pets, or perhaps even droids, faction pets really do add to the flavor of galactic conflict. The problem with them currently, is they are more valuable when NOT engaging in the GCW. I will use the AT ST as an example, though this certainly could hold true for lesser support personnel. Using an AT ST, I can get higher level missions than I normally could, and I can easily solo these missions, raking in nice amounts of faction points, cash, and combat xp. There is marginal risk to the AT ST, given its armor and firepower, and the rewards are great. However, if I bring my AT ST into the GCW against real players, it will likely be destroyed and destroyed quickly. My risk? 9450 worth of faction points. My reward? None. This is why you never see faction pets in battle! You have everything to lose and nothing realy to gain.


I offer the following solution. Scale the level of use of faction pets based on rank (nothing new in this idea) such that you need a min rank to use ANY faction pet, and as you get higher and higher ranks you can use better pets (probably Colonel for the AT ST). Now, revamp faction pets so that they "die" the same way that CH pets and Droids "die", meaning they lose some overall vitality, but can still be reused. Once "killed" in battle, givem a 15 minute timer to reuse. Also, make AT STs healable at garages. Making these changes puts them back in the game.


So my question to Thunderheart: Most of these ideas have been put forward on the GCW forums again and again and again. Have the devs considered them? If so, whats the status? If not, why? There are no "balance" issues with these ideas, as no items are being generated at a higher level that the market already has. One could argue the proposed revision for pet deaths has balance implications. However, with the "one pet at a time" policy and current restrictions on the uses of faction pets, this should hardly be an issue.






-----------------------------
Khade Deveron

Nyraw
Wed Jan 28, 2004 2:38 am
#172

Just this little Wookiee thinking out loud "If I was a SWG Dev".....

I want a upgraded loot system. How can they upgrade the loot system, yet keep it so all items are player crafted? This Wookiee's idead is actually simple. Take a pistol for example. All pistols are player created (granted you can loot some, but they are all garbage). All enhancement to pistols are found through looting (tissues and such), or are in the form of bored barrells, muzzles etc.... again, player created.

Now, what if they added something to the loot system like a damage enhancer. Something I can loot off a NPC, that I can add to my player created gun that does something like add a small dose of poison or fire to my weapon. Give it a limited number of charges. Make the weapon degrade slightly faster. This type of thing is already in game. I personally have looted a DL44 pistol off a imperial while doing rebel missions that does fire damage and has a limited number of charges. The pistol is horrible, something like 17-40 damage. But let me add something like that to a Knath Corps Rebublic Blaster, and suddenly I am excited to kill 2000 Lok Mecenaries in the slim hope that I will find one of these rare gems.

I could list more examples of similair things that keep the crafter at the center of the SWG universe, yet gives the adventurer the carrot to chase.


OthrSixtoes
Wed Jan 28, 2004 3:46 am
#173

Was the Bothan bug looked at all? Still moving slow after dismounting a vehicle! (bug reported 5 months ago).



Ceetro Ok'fhe
Master Thug
PC missions: 103

Space griefer and nebulae hugger
deltabob00
Wed Jan 28, 2004 5:19 am
#174

My suggestion to reduce combat spamming is to have the HAM cost applied when the action is entered rather than when the action is done.


Let's say I run up to a creature and spam my best special, which takes 50 Action (for the sake of argument). The way the current system works, I take 50 Action damage everytime the special goes off. This encourages me to hit it 15 times when I start attacking the creature.


If, on the other hand, the 50 Action damage was applied immediately upon entering the command, then if I go up and spam it 15 times I would immediately take 750 Action damage - which my character couldn't do, and even if I could, it would only take a hit or two to put me down because my action bar would be so low.






The ferret says, "Dook dook."
JediSureshot
Wed Jan 28, 2004 5:26 am
#175

This is an idea i had that i would really love to see implemented or added at some point to the game (though it's gonna not be a top priority). I would like to see some sort of mission terminal or NPC who will give you high-level missions when you've completed a theme park. for earning jabba's Trust you can do murder missions verses Valarian etc (read Destroy) which pay a little more and missions that require Jabba to have a message sent off world (read Long Delivery). Or for the factions a special destroy and explore terminal which ask for the PC to scout out a hidden facility or base or maybe destroy a specific person (harder to code, but would be great). It would add to the game immeasurably that once you had one a badge of trust you could work for them, as at the moment you win a badge of trust and then can't do anything with it except show off your badge! c'mon lets see a little more depth to the theme parks



Tallarn Sanqua

Chimera-Europe
huan_the_destroyer
Wed Jan 28, 2004 5:28 am
#176

http://www.go-itech.com/swgtoon.jpg

http://www.go-itech.com/swgtoon.jpg
http://www.go-itech.com/swgtoon.jpg

http://www.go-itech.com/swgtoon.jpg


http://www.go-itech.com/swgtoon.jpg

http://www.go-itech.com/swgtoon.jpg
http://www.go-itech.com/swgtoon.jpg

http://www.go-itech.com/swgtoon.jpg


http://www.go-itech.com/swgtoon.jpg

http://www.go-itech.com/swgtoon.jpg
http://www.go-itech.com/swgtoon.jpg

http://www.go-itech.com/swgtoon.jpg



==================================================
WOW > SWG
huan_the_destroyer
Wed Jan 28, 2004 5:32 am
#177

oh yah - i know you have a lot to do with furniture and clothing but when are wookiees getting armor?




whats the excuse for us not having it yet?





==================================================
WOW > SWG
Malice3672
Wed Jan 28, 2004 5:37 am
#178

You have no idea what your asking for do you? Art whould have to be made, thats alot of work. Besides, wooks have stat +'s thats why they don't have armor, don't like it, wait or play something else.
Malice3672
Wed Jan 28, 2004 5:40 am
#179

Th, I whould also like to know why street lamps and torches work just find, but you cant make a lamp work.


Also, I don't get why you don't let camps call pets instantly, if you going to make it so pets can be called anywhere after 30s, seems like a really good idea to me....


Please god make it os UI options that dont save get to saving, the combat windows postion for instance, and don't fix it like you did the incap bar, by making in unmoveable.


PetaByte32
Wed Jan 28, 2004 5:59 am
#180

How about you guys fix the server status page for once? Get a real web designer to make a real server status page. Right now its 7AM CST here and the server status page shows all servers up but only a couple are up, half are loading, and the rest are offline.


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"
AlaManQ5
Wed Jan 28, 2004 6:04 am
#181

More ideas from a PAYING CUSTOMER!----


1. A box showing the possible XP EARNED from Crafting an Item. This would help us plan out what we should craft to maximize XP, this playing it by ear is killing me.


2. A box telling us HOW MUCH our combat mods multiply our current weapons attack damage and HOW MUCH the specific HAM cost are for the specials. This would help people plan out their characters levels without TRIAL AND ERROR.


3. A knockdown move for FENCER. All other ELITE brawler classes get a Knockdown, but why not Fencer?


4. Meditation for ALL Elite Brawler classes. Does not have to have the cool Power Boosts on TKA, just the simple Meditate skill. It only makes sense.


5. For the Jedi Revamp...MAKE THE QUESTS DIFFICULT, VERY, VERY, VERY DIFFICULT...MAKE A GALAXIES JEDI LIMIT TO A SET NUMBER (Like 15-30 players with FSCS)...AND MAKE THEM WORK TO KEEP THEIR JEDI (Like a Mission Quota or helping people or something)


6. I have not read the info on the proposed Outdoorsman profession idea, but PLEASE give a unique yet relatively POWERFUL hunting weapon to the RANGER profession.


7. Make Profession-specific Mission Terminals. (Like for Carbineer, a mission thats has a pack of challenging beasts that can ephasize a Carbineer's skills) Bounty Hunters and Scouts have them, why not other classes. This would make leveling fun, instead of the mindless group and kill, group and kill, group and...


*Please note the bold letters are to emphasize points...i'm not that grumpy LOL

***I DO NOT GRIND HOLO PROFESSIONS! I am an honest to goodness game player, I level a Char and keep them at their maximum and do not surrender skills for another profession...


Thanks






\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

JWing
Wed Jan 28, 2004 7:16 am
#182

Hey TH,


Your doing a great job. Its good to read so many posts your involved in. I do have a couple of questions


Lots of people are upset about the "elusive" badges being turned into a free-for-all, with the POI badges.


Can we get an update on the bugged Mark of Honor?


Any info on the Mark of Courage or the Symbol of Heroism?


Any hints on getting our toons in the spotlight for the Accolda badges?


..and one last thing. Can we get our character Bio upgraded to allow longer ones?


Thx, from all us Smugglers





SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
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