Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 5-10-04)
I think the game as changed alot since it has come out, for the better. Why? Because players told devs what they want and the devs listen. With SE comeing out in the fall I wouldn't mind seeing a focus thread on what we the players would like in SE. I think it might help make the SE better if the devs seen what the customers want out of it and try to focus on what they can do to make it happen. I hate to see another holocron idea totally ruin SE and in some eyes the future of the game as a whole.
Thanks,
Raezer
The one thing i'ld like to see after all this time is a few non PvP servers for those of us that which to be part of faction but only as PvE and that way people who get upset about coverts flying faction ships would have nothing to worry about because they would be on a totally different server to them and wouldn't have see people like myself just enjoying PvE faction or flying a faction ship or wearing faction armor and roleplaying if needs be and just enjoy what the game has to offer without griefers not to say most pvpers are griefers i know they are not.
I mean i really have trouble understanding why SOE hasn't done since they added a few pvp servers for people in EQ and they know that there is a market for people out there that aren't really into the whole pvp thing and lets be honest if this was done it would stop alot of people complaining about things like this.
PvPers could go about there style of play and so could the PvEers, i really hope that some day down the track the Dev's could evenjust think about doing this i mean how could 2 servers for non pvp hurt unless your worried to many people would go to those servers to build up there char and then transfer them to other normal server but this to could be fixed by not letting people transfer chars from non pvp servers to pvp servers anyway it's just a thought
COMBAT TWEAKS
In watching more than a few combat sessions with players from all the different professions, I have observed that the game has seriously strayed from not just a balance issue but from outright believability. I propose that the following be considered implemented:
- Smuggler Feign Death - I realize this is a popular tactic used for PVP but Feign Death should not work against Player Characters. I believe it was intended to be only be used against NPC's and this should stay that way. In PVP, this simply becomes an exploit that prevents these PC's from being defeated. If it is not possible to totally exempt PC's from not being able to damage the PC feigning death then perhaps make it last for a short period of time and have a timer which would prevent its immediate reuse.
- Creatures over 4 meters tall should not be knocked down by anything short of arocket launcher - Having a PC from one of the Brawler classes knock down a very large creature breaks the suspension of disbelief and basically looks silly. If it is possible, tag large creatures with a knockdown immunity to everything but the rocket launcher.
- Melee lunges should not be more than 2-3 meters - To have a person physically lunge more than twice or three times the length of their body is impossible and also breaks the suspension of disbelief. I realize this was an attempte to accomodate the melee professions in their complaint that they were being defeated too easily by ranged players but it must be remembered, "You don't bring a knife to a gunfight." Melee in this game was intended to be for close combat and I believe the system should adhere to that principle.
- Make rifles very inaccurate at close distances but powerful at their optimum range - This would follow a more realistic view of the use of rifles. They are often unwieldy in close combat. Do not make it unusable at close range but prevent the use of specials at this range.
- Make pistols very inaccurate at long range - This coincides with the above proposal - In real life, it is very difficult to accurately hit anything with a pistol (that is not scoped) at long range. Again, do not prevent its use at long range but disable the use of specials.
I realize that these changes could (and probably would) create a firestorm of critism from the respective professions but I believe that, in the long run, this would give the game a more real world feel to the combat system. Players both new and old would almost instantly know the basic limitations to the combat professions and they would then be able to make their profession choice and tactical decisions based upon more realistic rules.
Name = Deed for Generic Warehouse
Skill Needed = Master Architect
Lot Size = 6
Item Limit = 2500-5000 +100-500 for binary load lifter with warehouse module.
Credits Per Hour Maintenance= 100
- 2500 units of Steel.
- 6000 units of low grade ore.
- 500 units of copper.
- 500 units of aluminium.
- 10 simliar wall modules.
- 100 similiar structure storage modules.
- 1 Power Core Unit.
- 1 Binary Loadlifter with Warehouse module.
Experimental Storage = 100% OQ (increases overall capacity)
After you walk inside the structure the first room is the same size as the first room of a small house, the load lifter sits directly in front of the door to the warehouse which is not designed to be accessed by the player, but who knows you could open the door and let the player see the interior of the warehouse but just not allow access when the load lifter walked inside to get/put items.
as i said before - cybernectics, made by combining DE and BE parts installed by a surgeon(or cybernetisist- possible new proffesion here) would give peeps the benifit of some to hit mods/data storage/enhanceed slicing/better experimentation/ improved tactical overview for SLs ect, depenant on the implant brought, these could decay over time and need to be replaced. and would interfere with force use.
how about using the underworld contacts tree for somthing other that reductions in faction perk costs and PvP xp loss reduction, maybe allow a smuggler to establish a alias or more than one. then they could have multiple bounties on them because of the aliases.
PLAYER BOUNTIES, why not let us put a bounty on those nijalooters heads, those guys that fly in kill your quest mob just as you are about to complete, or the greifers, scammers, skimmers and thieves ( you could even include house securtiy and anti slice stuff into houses as part of this!!)
Hi, OK first off, this is my first post as I am brand new to this game, and playing an Artisan/Medic quite happily.
Love it, love the interaction, love the scenery. But......
Currently, I am not fussed about trying to grind my way to Jedi, especially as tghe revamp is coming out soon, so no point in starting yet.
The idea of a Quest based system for the route is Jedi is great, I like the idea that you have to work your way though a set series of goals to achieve it, but I feel it should be different for each player, otherwise, one person will achieve it and then you have the mad rush after they post their route to Jedi, as everyone tries to get the FS slot unlocked.
Also, I read the Star Wars books (geek!) and have learnt a lot about the Star Wars Universe, by no means an expert, but one of the things that I have noticed is that not all Jedi are warriors. You had Jedi Healers, Scholars, Judiciary etc. Hopefully the Quest system will reflect this, and you won't need to be a warrior to unlock your FS Slot.
Personally, one of the main reasons for me playing SWG is the fact that I can be a non-combatant. It's nice to make things, mine things and sell things. If I had to go back to the standard hunt and shoot to get Jedi, I would rapidly lose interest, and it would bias all Jedi towards violence, which is surely the dark side calling.
For a non-combatant Jedi, they could use non-combatant Jedi powers, Anakin had the ability to affect Machinery and Channel Power. The use of Force Lightning to Power Harvesters (OK, Maybe not). If they wanted the combat Jedi Powers, they should do different quests to unlock them.
Having read a ocuple of the other posts in this thread..
Love the idea of a Warehouse, where the players sees one room and the Load Lifters are actually used for more than just a walking Billboard.
Love the idea of a Bulletin board, and the Bazaar changes to allow advertising,
Would love to see more vehicles (ground based, maybe POD Racers??) and can't wait to start my journey to Shipwright.
Apart form that, congratulations on a great game, totally immersive. Many thanks for letting us play in the Star Wars Universe.
Edd