Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-26-04)

Voren
Sun Apr 25, 2004 8:48 pm
#183

OH! also, increase the ammount of music that is played, it seems to be more relaxing when you hear music while playing. Or even just have an adjuster from music that doesnt play at all to music that plays all the time. Not having background music play till once in a blue moon gets sort of......bad. PLEASE PLEASE PLEASE! MAKE A MUSIC ADJUSTER or INCREASE THE AMMOUNT OF MUSIC THAT IS PLAYED WHILE IN GAME ....



There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the force.
-jedi code.
Thryss
Mon Apr 26, 2004 1:58 am
#184

*Harvester Issue*
Could harvesters be a little more "intelligent." When a resource a harvester was mining migrates, the harvester should detect this and either shut itself off or switch to the resource of next highest concentration. I'll settle for shutdown. I've yet to fill a harvester before migration so I don't know what happens in-game but it would be nice if it would power down when its hopper is full. I work hard for my money (have yet to break 35k). It would be nice if it wasn't wasted on things out of my control (like resource migration).

*Another Issue*
Lots... we need more then 10. Right now two of mine are being used by a friend as a favor because he needs more. (I guess I could be a jerk and take away his admin rights but he helped me out a great deal so that not really an option for me.) I have a small nabooian house, 3 mineral, 2 chemical, 2 windmills, and 2 gas (the favors) (all personal extractors). If there will be two character slots per server then the lots can be shared between them like my friend and I.

If not, my next point is a little biased because I've only climbed the marksman and artisan trees but besides merchants and crafters I don't really think any other profession needs many lots. Merchants want stores, crafters want harvestors. I think there are two solutions:

(Simple)
1a - With surveying 3 & 4 and business 3 & 4, each skill increases the lot limit by 1.
1b - With surveying 4 and business 4, each skill increases the lot limit by 1.

(A bit more involved)
2 - Lots are categorized into residential, business, and harvesting. (I've only had the game a week so maybe there could be 1 or 2 other types that I'm not aware of.) Everyone starts with different limits in each based on profession. A brawler does not really need harvesters but maybe they'd like a few big houses if they strike it rich. Same for an entertainer. Just thought of this as I typed so there are no specifics just a general idea.
-----------------

The limit as of now is okay as it encourages player interaction in the sense that there could be players acting as "power companies" and others as "miners." The limit is below what a player needs to be self-sufficient. If all I did was mine (which I like doing) the problem for me is that everyone at the bazaar is selling power for way too much. I run around all day to scrape up enough money to pay maintenance on my structures. There is no way I would pay more than 3 cred.s per unit. I think 3 is high enough already as it costs less than one credit to produce a unit. In fact I found a place on Rori where I can power all my structures with one windmill. A little cost comparison: 1000 units at the bazaar 3000 on average, 1000 units currently produced by 1 windmill of mine 202 credits (not including travel). Sorry, I just had to vent.

Just wanted to mention one last thing, now that player interaction is in my mind. Streamline the travel system so it is not a time sink. I like waiting for the shuttle. (Yes, I'm probably one of the few.) I light fireworks off in the middle of the docking bay if people are around to watch at night, but i'd only like to do it once per trip, a trip being your starting point to your final destination. The way the system is designed now the maximum "length" of a tip is five hops, each hop taking a decent amount of time. Add them together and you get a LONG TIME If you could get from one SHUTTLEPORT to any other SHUTTLEPORT anywhere in the galaxy in one hop that would be great!!! (Just add up the tyicket prices for each leg.) If not, I don't see why a trip from one starport to another starport can't be done in one hop. That way planetary and intra-galactic travel remain separate systems (and I could still perform my fireworks shows ).

I guess it comes down to this: if I have an hour to play and want to travel from a PC shuttleport on Rori to a PC shuttleport on Dathomir, I'd like to spend it exploring, meeting people, fighting enemies, etc. rather than buying tickets, waiting for the world to load, and waiting for the shuttle. Encourage travel so people can meet, talk, etc... and explore!!!


Thryss - aspiring Master Artisan (4334)
Goodnight Peak, Rori, Chilastra



- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
Yellow-Five
Mon Apr 26, 2004 4:33 am
#185

OK This is nothing about what to change about current game just a cool idea that i think you guys should do every once in a while or something to the exstent of this.


I think that it would be great for the dev's to hold a contest for example a Art contest of SWG players. The winner of every of Galaxy will be given a one of a kind Painting with thier winning art on it. If you want you guys can even make it untradeable. Or something to the exsent of that ever couple of months or so. It also gives the winners a way to personalize their house i think it would be awesome. It is just a thought...


Brunerr
Mon Apr 26, 2004 5:31 am
#186

I finally found the right forum to post this I guess


Maybe I will be more extreme regarding the question witch professions will be able to wear armours (read on) with their full benefits (calm down now). First of all, class based or skill based, some things can't just be considered right using this cheap (in this matter) excuse since this game should be a RPG before all. Let's get to it.


As was already stated, damage can be minimised by:

1) void strikes: melee/ranged defence, dodge/block(half)/counterattack

2) damage absorption: melee/ranged mitigation (kind of), toughness (melee), armours

These are the ones I remember right now (muon gold downtime gets worser each time) Defensive balance has always been attained by mixing both of these factors. This means that lightly armoured people move faster (and are hit lesser) than their heavy armoured counterparties who take more hits but have a good deal of damage absorbed.


What happens these days in SWG: those factors aren't mixed but added to each other. What is the result? You get people who can hardly be hit and when the strike is successful a "best level" absorption is possible on top (would have been nice, a ninja in a medieval heavy armour). We even don't talk about any buffs here...


Ok, how can it be fixed IMHO? A suggestion: beside of the actual HAM cost (you regenerate better without armour), keep the existing skill tree based defence bonuses (eventuale spread out the same modifiers across the different brarches of a tree: try to defstack now! :-) but:

1) Put penalties on each armour type regarding "void strikes": each armour would cap the "void strike" defences since this will be compensated by the absorption. If you wear a lighter armour (eventually with armours that can be considered as ideal for a professions), you will close in on the full potential of your "void strikes" skills.

2) Cap the armour absorption to something ... lower as the actual cap (>80% is overkill)

3) Cap the whole content of the "void strikes" defence to ... well ... something lower (actually it is around 60% when you have 120 melee/ranged defence? + the "no-hit" moves bonus 12,5% max?)


A nice way to avoid the so called def-"exploits" would be to use a concept SOE already uses in SWG in the form of “melee/ranged mitigation 1-3”: levels. Drop the plain numbers & implement those levels for all defence modifiers ex. Melee/Ranged defence 1; Melee/Ranged defence 2; …; Melee/Ranged defence 5. Level 5 would be the max you can get (with a lower value behind it than can be reached now). You won't be able to increase it any more but once acquired, you have it for all combat professions where it is applicable. Same for block/counterattack/dodge …


PvP would become more enjoyable IMHO & we would start to see some more original player templates since you won’t need to “stack” to stay competitive. Of course, PvE would probably become tougher but hey … master or not: you are not supposed to solo a rancor lair anyway! Maybe we will grab back to hunting groups with medics & stuff.


PS/ Off scope:

- Would you like to make the PvP more starwarsy? Make faction armors/clothes mandatory for overt players but make these easier to get

- Secondary HAM attribute buffs should be a % of the their base: the actual buffes make the regen rates insane




Brunerr Hurro, ex-member of the silent majority
DorTaul
Mon Apr 26, 2004 10:50 am
#187


Why not make Rebels who kill Imperial Crackdown Stormtroopers appear on the Bounty Hunter Terminals? The Empire, instead of doing nothing about the 15 Stormtroopers killed in Kaadara, posts a bounty on the head of the murderer. Or, instead of doing this, make the murdering Rebel kill on sight to all other Imperial Crackdown Stormtoopers until he/she is killed by them.


I believe my idea is a good one. Anybody else?



Cabel Dogstar
Death's Head -- SKULL
NaKitNa
Mon Apr 26, 2004 12:34 pm
#188






DeQuosaek wrote:

Ok, after losing a food and chemical factory and hundreds of thousands of credits worth of crated merchandise due to my lack of attention and the inconsistantstructure damage email system I have a few good suggestions...


1.) Can we please get the system to email you when a structure is at a certain percent condition, every time, all the time? Let's say, 1 at 75%, 1 at 50% and one at 25%, instead of, say only one at 27%. If it's down to 75%, it has been damaged, and that's a good time to warn a player, not after it's gotten down to 27% or any other random percentage.


2.) Could we please make empty vendors not show up on the planetary map? I think if a vendor does not have 5 or more items (or even just 1) in it, it should not show up on the planetary map. There are few things more frustrating than travelling all over the planet only to find at least 50% of the vendors completely devoid of any items for sale. Removing empty vendors from the planetary map would a.) compel merchants to stock more often b.) relieve the stress on consumers looking for stocked vendors.






I completely agree... esecially empty vendors.. nothing can be more frustrating, especially since i have limited play time, losing 20 minutes on an empty vendor is devastating

Thunderheart
Tue Apr 27, 2004 12:08 am
#189






DorTaul wrote:


Why not make Rebels who kill Imperial Crackdown Stormtroopers appear on the Bounty Hunter Terminals? The Empire, instead of doing nothing about the 15 Stormtroopers killed in Kaadara, posts a bounty on the head of the murderer. Or, instead of doing this, make the murdering Rebel kill on sight to all other Imperial Crackdown Stormtoopers until he/she is killed by them.


I believe my idea is a good one. Anybody else?




This is a great idea. I'll share it with the team. Everyone reads the weekly dev cycle threads, but I'll send this around for a second look.





DeQuosaek wrote:


2.) Could we please make empty vendors not show up on the planetary map? I think if a vendor does not have 5 or more items (or even just 1) in it, it should not show up on the planetary map. There are few things more frustrating than travelling all over the planet only to find at least 50% of the vendors completely devoid of any items for sale. Removing empty vendors from the planetary map would a.) compel merchants to stock more often b.) relieve the stress on consumers looking for stocked vendors.




Yes, I had some discussions with Runsabre about that last week.






Kirgaliss wrote:

TH,


I'm not sure if I posted this right, oh well. Regarding the new FS system, is it going to followan "organic" methodology to control the number of Jedi PC's in game?





There is going to be a pretty robust system for Jedi. Look for me to reveal more in upcoming Jedi Academy threads.




Kurt "Thunderheart" Stangl
Community Relations Manager
Page 15 of 15