Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-26-04)
Ok, this is another Master Bounty Hunter venting,
The profession needs some help,,, that goes without saying. I'm just going to list out a couple of ideas I have and I will have to see where this gets me.
1. Player bounties: Have this go live, we create our own economy, allow us to police ourselves. To help avoid greifing have the player posting the bounty pay it in full. Also have different levels of bounties. Say for 10,000 you can post a bounty but it won't show on the terminals nor can the bounty be tracked. Instead have a special Tef come up that only Bounty Hunters can see. Let the player know there's a price on their head and to look out for bounty hunters but they're not being actively tracked. In order for this to work well the TEF cannot be removed by logging on and off. Have the TEF only be removed once the player dies by any means or the person posting the bounty removes it. If someone who posts a bounty later decides to remove it then only give that person part of their money back. The rest being costs for posting the bounty in the first place.
2. Get rid of carbines and the LLC. In their place give the bounty hunter rifles and a flamethrower. For a BH rifle have it do stun damage(so it can bypass armor, BH's should know how to do that) and at the higher levels have the rifle inflict a mind poison. Mind damage is the only damage that can't be healed with a stim so that's the pool Bh's should be targeting anyway. Most of our specials would work better for mind damage rather than action or health
3. I like the idea of special armor for Bounty Hunters, We have lousy defenses, let us have armor that protects us from the people we are hunting.
4. Some special "toys" for the Bounty Hunter. Primarily a tether rope to stun and bind our targets as well as a rocketpack. For the rocketpack to keep BH's from flying around everywhere first have it work similarly to burst run.It massively increases the speed at which the Bounty Hunter can move for a short while. Keep the vertical movement static, lift the Bounty Hunter a little off the ground (like 1 meter) since they would be using a rocketpack but keep it there, Don't let the player move up and down on their own. For the tetherrope have it keep the bounty from being able to attack for 10 seconds or so. Their defences will still work as usual but they can't attack.
5. Make the Bounty Hunter more accurate! For a test I dueled a guildmember(a master fencer) and had him stand still at a range of 30m, I fired all specials for my Carbine as well as my Pistol and I hit him 3 times. I just don't see how that can be right.
That's it, I can only hope one of the Devs reads this and takes a few of my ideas to concept at least. I really hope they do as I do know this profession, I am a Master Bounty Hunter with the max Investigation xp of 60000. But recently I've gotten tired of loosing practically every PVP fight I get involved in.
Thank you for your time.
Idea: how about instead oflessening shuttle wait times, you just remove them?
There are no wait times for the subway in City of Heroes, and I feel this works very well.
Anyway, what's the reason for wait times? Besides immersion, they're just a waste of time.
Yes, sometimes they give u a chance to do something else while waiting, but sometimes you need to get somewhere urgently, and these wait times are annoying.
Please consider this. Thanks!
180 Degree Turn Key
What I really want this post to be about is the "180 Degree" option. I have seen that from over at Lineage 2 and I must say, that I really started liking that feature.
What does it ?
You assign the 180 Degree Turn key to a button (like the middle mouse wheel for example) and if clicking it, then your view (not the characters) changes to your back (and you keep on running). Clicking the key again, then your view is back to normal then.
So when running away from monsters, that is really handy to be being able to quickly check what is going on behind you. Also it eases the general optical lack every 3D game has a little.
I am aware that this might conflict some with the SWG movement system, like that with mouse movement that you normally then would also move the opposite direction. So that would have to be tweaked for that feature then by devs (or you just stick to using it when being on autorun).
Thats it,
Cali(merion)
Industrial City Sounds - An Athmosphere Killer and Stress Producer
After having paused some little while and comming back, I do now realize what has been one of the most annoying things for me personally.
1. Loading Time
2. Industrial City Sounds
Not much to say about the first item, but that is just something personal which I don't like that much. You know, I mostly stick with short play sessions, regardless of the game - I am a casual gamer, or just checking whats going one and log for a short time therefore.
Up to my knowledge none of the existing games do take that long for logging in, not even the modern ones. I am aware that this may have technical
reasons, it sure does, but nevertheless I do not have to like it still, right ? :-) - perhaps upgrading to even more memory might do the trick (currently 768).
Anyway. Thats just some minor thing. The very most anoying and athmosphere killing issue in my mind is: The Sound - especially in cities.
You know, instead of having nice melodies mostly - music is kind of rare anyway - you get presented with industrial sounds in cities. Like the noise from the planes, the star and shuttleport buzzing and hummling and so no.
In terms of athmosphere I do judge that as being the most annoying killer. To my it compares like going to the airfield rollfields or inside a big fabric hall in your leisure time - Noise is a reall killer - In reall life too - I do realize that this all may have to do with the "Starwarshis feeling" - but honestly, I could not care less regading that factor in general.
I hate city industrial sounds - as well as shuttle port sounds - that much, that I turn of the sound always. ALWAYS :-)
Not going to write more, suppose no one cares or thinks like me on that topic anyways :-)
Have fun,
Cali
Ps. Beside that - there is little I unlike regarding SWG and I think it is the greates Mog from the current available ones and I am playing and enjoying it - but no product can be perfect for everyone in all aspects :-)
I think an offline chat tool - connecting your character to the ingame chat servers - might come in handy community wise.
Has anyone ever seen any comment regarding that one ? I know it has been mentioned at the forums sometimes at least.
That way you could connect to the ingame chat, without having to load the game. With a game chat client only so to say. So you can keep in touch with your mates by accessing your clan channel for example.
You know, like it has been (is ?) over at AO, or like the UO Automap channel.
I always liked that, keeping in touch with your friends, also with those that don't actively play at the moment perhaps, but just being able to stay tuned.
Cheers,
Cali(merion)
Guild Members Off- Online
I want to be albe to see, which members of my guild (PA) are online.
Cali(merion)
Hi
I just wanted to add my ideas to the game. I have not read all threads, I might suggest something that has already been written.
1) I agree, It is silly to have to wait for a shuttle in the game. The game should be fun - not boring. There is enough waiting time IRL.
2) Please make faction points usefull. Rank does not really matter in the game. Why have rank? The stuff we can buy for faction points is useless (especially the imp. armor), please make it worth the while.
3) AT-ST (and perhaps pets) should auto-store, when the owner has been killed (or perhaps even incapped).
4) Why are there almost no sounds from stormtroopers? Please add more audio in the game. "Move along" is not enough. It should be fairly easy to add sound.
5) Please write a story for swg. It was more fun playing the game during "The Cries of Alderaan" even though you could have speeded up the acts a bit. 3 months between each act is too much, when we can take the act missions in a day or two.All your current development efforts are on fixing bugs (there are quite a few of them) and adding new dungeons.I do not want dungeons, I want the game to have a story. Come on!!
6) Why is Bestine the focus of alldevelopment activity on Tatooine? All the other cities (except Anchorhead) on Tatooine are deserted. Please spread out your development focus to the rest of the planet. I do not know if it is like that on other planets.
That is all for now.
My recomendation, therefor is the following:
1. Take away the cantina's and the mission terminals from the outposts on the "adventure" planets such as Lok and Dantooine.
This will force a need for Combat players to find a PLAYER city for (ENTERTAINER)healing and to recieve their missions. This will Boost the ecomomy and cause there to be an actual purpose for player cities and player CANTINAS.
2. Have ENTERTAINER mission terminals and/or QUESTS direct the musician or dancer to a PLAYER CANTINA.
I understand this will require a NPC at the cantina, but what would it hurt to have a NPC patrion come with every PLAYER CANTINA when it is built. This would also add to the mission becouse there would be a chance to have a real live audiance in addition to the NPC being performed for as part of the mission.
I think these two ideas, in combination would make the entertainer missions, quests, and profession as a whole a lot more enjoyable and rewarding. I also believe it would help ad to the interdependent nature for which the game was disighned.
fermun wrote:
I would like to see a more of a supply-and-demand effect with the mission terminals. Currently, only a few cities are populated well, and those just have tons of people in them.I think that it would be nice to spread the population out through the galaxy, maybe if the terminals could keep track of the missions that were accepted there, and as more missions were accepted frequently the payout could drop on a sliding scale to about half the original prices. This would discourage people from only hanging out at the more populated cities. Additionally, it would give the game more realism... with the 5,000,000 people that seem to hang out in some of the more popular places, adventurers are a dime a dozen.
In the cities that are fairly abandoned, the prices for missions could then go up on a sliding scale to about 1.5 times as much. This would encourage people to get to some of the cities that are harder to reach. Additionally, it gives the game more realism because when you can't find anyone to get a job done that NEEDs to be done, you would need to raise the pay.
Hopefully this would reduce some of the congestion in the popular cities and improve the condition of some of the "ghost towns".
I've done some additional thinking and I've considered a few ways to include other classes other than combat classes in my ideas to even out the population.
The problem is condensed medics and entertainers in certain areas. Why not have certain buildings employ a set number of players. For instance, a cantina can employ a number of entertainers who would be required to play at that cantina for a specified time per week to maintain their employee status. A token hourly wage should be paid to them and while it doesn't need to be large, it will create an additional incentive to play at their location of employment. The new entertainer quest is about to be release and perhaps it will take care of this problem to some degree. However, why stop at entertainers? Medics could perhaps be employed at hospitals. We could even employ chefs to act as bartenders and cooks at the local cantinas. After all, this is star wars GALAXIES, not star wars Theed and Coronet.