Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-29-04)
I think you guys (architects?) should be able to build destroyable tunnels under the ground too!
DrunkenRedneck wrote:
/beatsdeadhorse
Let the crafters make the engines of war. walls, and turrets, bunkers and bases. If its in the game we should be able to craft them. With as wacky as the GCW is right now, the war can use every bit of help. I feal like a tool every time we use houses as base walls. And we shouldnt have to. You already have multiple kinds of walls in game, let our factories crank them out.
Either that or just make the CM's find an ever stonger posion to toss so we dont ever have to worry about pvp again =p
yeah, you guys need a fix... something I'd like is...
PhoenixOrion wrote:
Players want a Mag Seal opened? Hire a Master Smuggler.
They don't want it opened? Then tough luck to them.
I for one am tired of us smugglers getting constantly dicked around and nerfed to near uselessness when one of the MAIN CHARACTERS IN THE MOVIES was a Smuggler.
let smugglers slice musical instruments
no, really ![]()
Billou21 wrote:
What about adding to the user interface an option allowing the players to drag n' drop the datapad missions waypoints to the group members list window?
It would addthe selectedwaypoints to the waypoint monitor of ALL the group members, allowing them to clearly discover the objectives and avoid the eternal "who has the nearest mission?" quizz ;-P
Draxie wrote:
i know....i'm not the first one to say anything about this....but couldn't you all consider the possibility of transferring chars to another server?
on my server the time that the server goes down is exactly the time i have to play swg!
so it's quite frustrating too say the least...especially with the extrarestarts and very long downtimes this server (eclypse) has recently...
And to start all over with a new char isn't a option anymore...i have progressed too far for that...
Sithlord8705 wrote:
wouldnt it be cool if eventually we could swim underwater not just on top and fight creatures under water...their could be new cities vehicles animals weapons (for underwater use only to give weaponsmiths more weapons to make) anyone else think this would be awsome![]()
think Gungans
One of the best ideas I've read
Gygord wrote:
There are a couple of solutions to the SEA problem in the Borgle cave that I've come up with over the months. I've actually found myself heading down to the Borgle cave a few times to see if I could find something nice for my duster, but I don't necessarily sit there all day waiting for some skill tapes to spawn in three measly junk piles...
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First thing to do is to link the opening of chests and debris piles to monsters in the cave - either none can be opened until all of the monsters in the dungeon are slain, or all of the monsters in the dungeon aggro onto you if you open them. This makes sense; if you plan on getting the reward for being in the cave, you should take the risk that is involved to get it. The correlation between NPC and Loot could actually make things more dynamic - if you're in a pirate bunker and crack open a box of prize loot, obviously the greedy bastages are going to go running to save it... if you're in a cave full of bloodthirsty borgle bats, you would have to kill off all of the animals or risk having all of your fluids sucked out when they hear you clattering through metallic objects looking for a magical roll of Duck tape.
The second part of the solution is to make the Reward match the Risk. The best loot in the game (SEA's, rare weapons components, really cool paperweights) should be rewarded to those who kill the hardest MOB's in the game; some of the worst loot in the game (Low-quality SEA's and weapon components, mediocre paper weights) should be rewarded to the people who took less risk to be rewarded. This is an ultimate solution to the problem; if you people say that you're all so powerful in combat, then shouldn't you be using those skills to get your rewards? Plus, I'm sure you'd rather be fighting ongoing battles with Dark Jedi Masters with heavy armor, 95% resists, and 300K HAM that hit for 6K damage a slash with their lightsabers for your credits instead of sitting in a pile of bones in the middle of nowhere waiting for the previously-mentioned magic Duck tape to spawn.
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*Note: This proposal could be used in conjunction with the aforementioned one*
Nigel Pistoluser goes into the Borgle Bat cave on Rori. Being at a fairly high pistoleer tier level, Nigel wipes out the blood-sucking bats with relative ease. Nigel sneaks down to the very bottom level of the cave (characterized by the dozens of skeletons, infamous junk piles and its really cool background music). One "treasure reset" occurs, and the loot inside these debris piles respawns in small waves. Nigel gets more Phat Lewt; Nigel is happy.
After about five minutes after the previous treasure reset, an onscren message pops up on Nigel's screen, saying something along the lines of "You feel an eerie chill shiver down your spine; something does not seem normal with the cave that you are in... perhaps it may be wise to evacuate." Nigel, being a gung-ho Phat Lewtz hunter, stays in the cave for another treasure reset.
Five minutes after Nigel's decision to stay in his little hidey-hole at the bottom of the Bat Cave, a huge wave of higher-leveled, aggressive borgle bats spawn 500 meters all around the cave. The bats fly towards the cave at their normal high speed, bent on killing anything alive in the cave. You can use your imagination what this hoard of 70+ bloodthirsty borgles are going to do to Nigel, but considering there are skeletons all around the cave one can hope that Nigel Pistoluser insured his Pistol.
In other words, if a player camps the cave too long, simply KILL THE PLAYER. If a character or a group of characters can survive that wave, give 'em another couple treasure resets and borgle bat resets until another wave of NPCs are sent in. However, not always should the player be attacked by the cave's natural inhabitants; an example of another attack may be a large group of mid- to high-level criminals and pirates that are patrolling for victims.
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So, do you think these would actually work, or do I just have too much time on my hands?
#1 : Fix the afk looters at the Borgle Cave NOW, you keep making excuses, and it is crap.
Maybe one of the CSRs is making money with their player character on skill tapes?
There has to be a reason that it has been one of the most talked about problems and the easiest to fix but always ignored.
The bottom line is that to afk loot there has to be a third party program involved, and this is a violation and an exploit so no more damned excuses and no more "We will be addressing this in the near future" which is what I used to get when I sent tickets in months ago.
#2 :Take away the triple incap decay in PVP.
It is the most used griefing technique, and it is done only to cause item decay and to get around the PVP decay fix that was put in.
There has to be a way to take this away.
- The shuttle/ticket system is quite limited - times coming down is great but a few changes could include:
- Move ticket machines into streets and allow tickets from any city port to be used in any other city port
- Perhaps expand this to any planet NPC port
- Examining (or Using) ticket out of range of droid gives times (in window) for all city ports
- NPC Tickets are refundable for full value at ticket machines(drag and drop)
- Player Tickets are refundable for (Priceminus City tax) - Perhaps mayor can choose to refund it or not?
- Unless it was to buffer loading times, Move the timing system forward just slightly - the time the droid says the shuttle will be ready is not the time it is ready
Screenshot of the day/In-game competition best screenshot gets released as in-game painting through some method
This idea originally started as a Painting or Camera tool that people could get processed but i couldn't get my head round distributing all the pics so figured the daily one could be sent out as a tiny patch?
Consented Animations - Shake hand, hug, i am sure there could be a lot - Avatars actually shake hands/hug
I think it would add a lot to be able to interact on a higher level
1st Person & Cross hair gives higher control over pitch and yaw (?)
i.e. Pulling back when going over edge of hill could give more lift - adding some skill to riding
Vendor Closed option - removes from planetary map - vendor changes- perhaps gives depressed mood ?
Doctor's Receptionist Droid Module
Give the docs a hand with their queues - A Doc could "Open Queue" enabling a player to "Register for Queue" and "Check Queue Status" so when the Doc does "Next" the droid says a predefined statement (with %TT etc enabled) Could we even have room in the droid for buff packs and it completes the buff? a sister to the entertainer modules.
/ttel a god send - do the same with /tip and add /banktip and /tbanktip
so you can tip your target instead of having to write some of the names .... or enable %TT etc in non-spatial/command set
Friends/Guild Members name tags
Have another colour for these, or provide the option to, perhaps be able to assign a colour to friends in the friends list.
Also this is so requested but i am not sure if someone has (they must have but....) suggested just adding your rank to your titles list, I think your race should also be in their along with the term for which planet you live on Tatooinian,Lokian ?? lol and perhaps simple stuff like Rebel and Imperial - having more on this list would add to the difference between players - perhaps certain badges could add titles, a "Veteran" title for someone who has a certain amount of combat profession badges, an "artist" badge for the artisan a "Performer" for entertainer.
Someone is looking at you
A symbol when someone has you selected - a small eye appears next to their name where the chat one is. Perhaps a "notepad" type icon when they are examining you. I like the symbols for chat but don't seem to see them all the time. Or maybe they become a little more highlighted in some way.
Your Shuttle is now boarding at Coronet Shutletport B
The shuttle/ticket system is quite limited - times coming down is great but a few changes could include:
Move ticket machines into streets and allow tickets from any city port to be used in any other city port
perhaps expand this to any planet NPC port
Examining (or Using) ticket out of range of droid gives times (in window) for all city ports
NPC Tickets are refundable for full value at ticket machines (drag and drop)
Player Tickets are refundable for (Price minus City tax) - Perhaps mayor can choose to refund it or not?
Unless it was to buffer loading times, Move the timing system forward just slightly - the time the droid says the shuttle will be ready is not the time it is ready
These last three are not so much on topic but I could not see a specific thread in In Live
New Container Examine window should add too window width not expand into it
I have my inventory up a lot, on the right about 3 small items wide, with a high enough resolution you can - but with the examine window open enough to read stats and headings easily it is too big - so I keep it closed - but then when I open it I have to resize my inventory as everything is too thin - so when I remove the examine window it is too big. You see ?
The attack command list (?) window never remembers where it is after log off/log on (just during the session) - i assume all the windows are set when i log out so as I am never in combat when I log out it always defaults to the top right - I don't see this as a bug as the system is working as intended. There may be other "status" based windows which also do not keep their position
Analyze Log/Tree collision
Doesn't feel to real when I am flying down a hill on my swoop meters above the ground suddenly to come to grinding halt and fall slowly to the floor only to find some rotting log lying on it's side has stopped me in my path
It has come to my attention that some people are misusing the 60 second covert timer. This timer was added to prevent the ganking of people who are loading and have no chance to defend themselves. However, some people arequickly loging out/into prevent the shutdown on player bases. Also if you see an opposite-factioned overt on the radar, you're able to quickly log out/in, and you can run up to the overt and get an unfair quick strike as soon as you go back overt.
I propose there be a change in the way the 60s covert timer works. Change it so that after the player loads, he goes back overt in 60 seconds or whenever he moves his character, whichever comes first.
Thanks ![]()