Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

Gr8Dane9
Thu May 13, 2004 3:12 am
#183

thanks you very much for revamping image designer. Just let me say this.. WHERE ARE THE TAILORING CLOTHES!! There is sooooo many clothing items, helms etc.. that are not even in the game. 1.) CAPES i see the category on the bazaar and vendors PLZ i beg of you releas the capes with the next publish!!! Another I dea is a decorative belt that has a partial skirt on the fron an back like leia's slave outfit! make one for the male characters too. AND PLZ make an option for the cloaks to have th hood wearable. maybe a command like /hood on /hood off. MORE HELMETS!!! you want concept designs i will draw u somthing plz i beg of u but keep it star wars accurate such as fighter pilot helms etc... MAKE THE BELTS MORE TIGHT FITTING it loots like i am wearing a floatation device!! the padded armor belt and mabari belt also is very fitting. more palette colors for every clothing item. just keep things star wars accurate i beg of you.


I wish you would have allowed more special items for ID's like more hair styles etc.. for master ID's to give a character. More tattoos, horns/ hair styles,a nd more facial features like being able to adjust ones brow or forehead, curving a nose,
pekamp
Thu May 13, 2004 3:30 am
#184


if you would be so kind and reveal the rebel armor? this looks like a mon calamarian at mating season. players would like an armor more look like the flightsuit or something from endor/hoth.


anything that looks more starwarsy than this brown egghead will be appreciated.


thank you.


eyeballsushi
Thu May 13, 2004 4:37 am
#185


hello, in the EU, Mon Calamarians are the shipbuilders for the new Republic. will Mon Cal get a shipbuilding skill mod with the expansion? + to experimentation perhaps

Raezer
Thu May 13, 2004 5:43 am
#186

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





Raezer
------------------------------------------
Founder of Night City Industries
Servalac
Thu May 13, 2004 6:51 am
#187

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


Galaxlerner
Thu May 13, 2004 7:30 am
#188

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:



  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.


supermatteus
Thu May 13, 2004 9:09 am
#189

My apologies if this has been mentioned already - I haven't had time to read all 9 pages


I think the Bazaar needs a revamp / expansion. I believe it could help several issues in the game.



They could add a bulliten board or 'clasifieds ads' tab, which of course would charge a fee for say... a128char ad. This way, there'd be a way to permanantly advertise a vendor, offer/request training, offer/request items for sale. Obviosly the charge would need to be fairly steep and last a duration of 7 days etc. to balance it against the merchant.advertising skill tree, who would have reduced rates and premium (perhaps colored?) ads just like they do now. The could have a OFFERED and REQUESTED section, each with all the current catagories.


I think this would ...


a] Give aboost to the player economy, people will be able to ask for specific items more widely, business deals could be easier to establish etc.


b] Help new players find a market. Imagine, a new 'novice artisan' has no idea what to make and sell. With this they could look for requested items thatthey could make instead of making tons of random items and wasting (relatively) loads of cash on bazaar fees.


c] Reduce spamming - I could see many people prefering to pay a fee and advertise 24/7 for 7 days instead of spamming for 4 hours each night and then logging off to goto bed. The only flaw here is that starport spamming is an obvious, and successful technique, so the bulliten board would need to be a well known, obvious, and established place for potential clients to look before spammers give it up.



Also, the catagories need to be reviewed, stuff like 'structures', I mean all structures come under deeds, so why have it there? Just trim it up a bit so there aren't any useless catagories with nothing in them
Ommer
Thu May 13, 2004 11:48 am
#190

Wow very complete Babyrancor, all you need is some final numbers tweeking and it should add up. Thunderheart, Q-3PO, take heed of this balance plan, it makes sense to me!!!!
Logansplatz
Thu May 13, 2004 9:22 pm
#191

How many elders have we killed ? Im not even sure bro i think tank boy smoked 2 chest plates. Dam no drops lets hit geo . Theres got to be atleast 20 peep here man looks like 2 diffrent guilds in ackley room , theres an afkch with a kimo camping the geo rock room , tech room spawn has 2 peep , the merc room has a group in it , bahh let me check dolac bro i bet hes fixed......... hes not ...... someone check nyax ........... its camped . The Krayts are extinct....... Ok we all no the drill get your cheap gear on lets die our way threw vette one more time ...........



Can you please add pve content the poi's the dungens everything except the durni's are camped

I can only have so many more mights like this.
BountyBlunter
Fri May 14, 2004 3:01 am
#192

Just going on to the storage issue again, and the fact people want a new structure why not have this...


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


Resources needed :
- 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 Efficiency = 100% DR (reduces cost of maintenance)
Experimental Storage = 100% OQ (increases overall capacity)


Overview:
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.

The small room has the standard structure terminal for naming, maintenance etc.. But the load lifter with the warehouse module gives the user two option 'STORE' and 'RETRIEVE' when the user selects the 'STORE' option they are given a trade window showing the content of the load lifters current capacity and what it is holding and can drag and drop items into its window, then once done with the changing of items the user cna do either 'CLOSE' to leave the load lifter in the room with the items place in its storage or 'CONFIRM STORE' where the load lifter will then take those items and place them in the inventory of the warehouse. If the user chooses to 'RETRIEVE' exactly the same situation occurs but the trade window will show the content of the warehouse, and the content of the load lifter not the actual player inventory as the load lifter in this case acts like a sort of 'proxy' inventory.

You could add to this in that not only does the structure require the load lifter to work at all, the load lifter uses up a small ammount of power as it performs an action moving in or out of the warehouse meaning it must be recharged more frequently the more you use it.

Ok, so it's not pretty to say the least and would be easy to pull to pieces but how about that as a solution to the storage crisis ?.. The architects can make a structure which can store 2500-5000 items depending on the quality of the resources and expermientation, also possible reduces costs aswell. The droid engineers make a binary load lifter already which looks, to me at least, like it was designed like a fork lift truck for stacking in warehouses.. The droid engineers could make a 'Warehouse' module, which would allow the droid to become an actual structure component in the warehouse giving 100-500 items depending on resource and experimentation, once the warehouse module is fitted no other modules or changes can be made to the droid and it becoms ready for the architect to fit in to the structure.


It'squite complex and would probably need some more thought, but I think that's where it's charm lies.. It would force architects and droid engineers to work together on some projects and gives new content to two different professions which can only be used if they co-operate with each other.


Just thought I would contribute



Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

darrien_lambert
Fri May 14, 2004 5:01 am
#193

hi TH and the rest of the gang, just a few suggestions for the upcoming updates

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!!)



smugglers should smuggle, if i wanted to be a drug dealer i'd be one
DarkRenown
Fri May 14, 2004 7:41 am
#194


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





Drawde Kraken
Smuggler<

LooMacklin
Fri May 14, 2004 10:16 am
#195

Do something about these bloody overloaded melee types!!


Paint by numbers path to the most combat capable non-Jedi characterin the game ----> Master brawler, then master one advanced brawler profession (teras kasi or fencer)and then load up on the defensive skills from all the other advanced brawler prof ... and you get to be invincible!?


HELL NO!


You have to make it so one must strictly choose between empty-handed melee, or weapon in hand melee, and restructure the skill point cost in such a way that these fools don't end up with 139 points of Ranged Defense, the result of whichis that Master Pistoleers like myself, can't even bloody well hit them!!!


It's a shame that so many are being sucked into this cookie-cutter powergaming approach to character development .. because in the end, they don't add anything to the game's setting / economy withtheir narrow collection of skills. All they end up doing is standing around dueling other players, because there's no interesting AI to kill anymore, and they are avoided in free-for-all PvP by everyone except their mirror opposites.... DULL!


When will people learn .. 'hardship' is what makesMMORPGs fun. When you squirm your way into a position where you are unchallenged the mind numbing boredom sets in, and the good times are OVAH!


Page 15 of 22