Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-8-04)

Ritualistic
Sun Mar 07, 2004 12:24 pm
#196



Not sure if this has been posted before, the search function in the forums seem to be lacking...


INTERPLANETARY TRAVEL - Ease of use


I'm sure I'm not the only one who has felt the pain of arriving at the Ticket Terminal, buying a ticket, then running to the shuttle in the starportjust in time to see it leave. Here are a couple of ideas to alleviate this problem:


1. Have the ticket terminals at Spaceports report the time to the next shuttle, or that the shuttle is currently boarding. This would allow travellers time to decide if they needed to burst run to the shuttle, or if they had time to do some shopping etc.before the next shuttle departed.


2. Have the Ticket Collector announce "Last Call for boarding!" approximately 10 secs before the shuttle departed.


3. Allow people to buy tickets for multiple departure locations at the same terminal, at the same or maybe a slightly higher amount (5-10% transaction fee?). This would be of EXTREME benefit to travellers. For example, I'm in Anchorhead. I plan on travelling to Yavin IV, do a little hunting, and I need to make a stop on Naboo on the way back. So, at the Anchorhead terminal, If I chose to do so, I could buy a ticket from AH to Bestine, Bestine to Coronet, Coronet to Yavin IV. If needed, I could also get my tickets from Yavin IV to Coronet, Coronet to Naboo.



Thoughts anyone?




Kant Aim
Master Smuggler

Klash
Jedi Knight
TheMDude
Sun Mar 07, 2004 1:40 pm
#197






roach_s wrote:

RedGuard,


2. That'd be great...if you're one of the lucky few who gets a storefront. All the customers would be yours. If you weren't one of the lucky few to get a storefront, you'd be struggling to get customers even more than now. You might as well take away resource migration while you're at it, as it'd make this game one more where the first-comers would have it easy and everyone else would struggle for the leavings.




Tough crap then. Really. I will not stand for anybody telling me that we shouldn't have the chanceat player apartments or NPC store fronts just because newbies and undedicated people can't keep up. If they don't like it they can go populate a player city...or ask the devs to make the cities that nobody cares about have lower prices for stores and apartments.
Smug-Druggler
Sun Mar 07, 2004 3:20 pm
#198

Been reading how alot of people want Corellian Corvettes for the Space Expansion. While they are known as "Blockade Runners" informally, they also require asizable crew! Around 40-45 minimum.


While we don't exactly know what the mechanics of SE will be, there will have to be alot of expense to that ship for one person.


Now a "Guild Ship"! That's an idea that people might like. These ships would only operate with a certain number of people on board.


As coolasit may sound to some to have your one character single-handedly manning a Nebulon-B Frigate, it is verrrry cheesy


Keer "Tell-Phone" Tregga


GORATH





Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
roach_s
Sun Mar 07, 2004 3:33 pm
#199

Ritualistic,


I like your idea for buying tickets for the whole journey. If nothing else, let us buy the tickets for the shortest-distance, least-cost route to our final location. This would require no additional screens to be designed, and I suspect minimal code.



To those who suggest apartments in cities... I'm a Master Artisan on the Ahazi server. I surmize that I was probably one of the first dozen, having been in beta and logging in knowing the ropes to grinding. Also, I was something like the second to put a MA item on the bazaar for my server. I also have the goggles and signed manual of a Limited Edition box.



How would you feel, if either of these, combined or together, got me a 100% advantage for selling over someone who started even One Week after launch?


How would you feel, if every Dev's cousin, best friend, and significant other had a Coronet apartment, but there were no more to be had?


How would you feel, if the current mass of 3rd-party-script AFK-looters, AFK-Force-Crystal-Hunters, and the like had a lock on these properties? (This assumes you are not one of these.)


How would you feel, if the barely D- passing near-college-dropout on a LAN, who can play 16 hours a day because they cut class, had such a marketing lock, but you, a 9-to-5er with a mortgage, couldn't manage enough hours to play if you gave up sleep, to even consider such a slot?


If there are apartments in the cities, the number of apartments has to be virtually limitless or ONLY the 2% at the top, TODAY, would have a chance.



Now, this COULD be done. Anarchy Online has instanced apartments in the starting cities.


The Bazaar system could be opened up, by quest or some other, infinately repeatible, manner, so the player could post post 6k products on it, or link his merchandise to it from his own vendor, (provided there was no cover charge on his structure.)


SWG was designed so a casual player could play well, (though with notable flaws). SWG was designed so the first people to walk into the wild wouldn't become robber-barons, with a tight, and permanently maintainable, lock on resources. SWG, except for the twin problems of only master-crafter gear being truly worth buying, (when both can charge the same, a novices work is worthless in comparison,) and insufficient FAIR money-sinks, which results in inflation, unchecked, is still a game that a person can start a new character on, and pull themselves up by their bootstaps to become one of the pillars of industry, the GCW, or anything else they wish to accomplish.


Although premium in-city apartments would certainly be a fair money-sink, (on the grounds that only the wealthy would be able to afford them,) they would provide a persistant unfair advantage to the ones who got them first.


Although an access fee on public structures would be a potent money-sink. It would, by percentage of wealth, hit the weaker player harder, as they have less earning capacity. a 100 credit access fee to a cantina means less to someone who routinely picks up several thousand in a couple missions, on loot alone, as compared to a newbie who is still killing meatlumps for exp, and pulling missions that cap at about 600 credits for 900 meters of running.


Houses provide the most fair limit, so far, as they cost to maintain, (but it isn't enough,) and aren't necessary to any mode of play but marketing. Vehicles provide too much utility to be truly a trophy item. Furniture, currently, makes a handy trophy, in that it has no utility but is still desired, but the lack of decay makes it a one-time thing. There is no tax on a chair. This is fair to the casual player, but limits the effectiveness of it as a money-waster.


The best money-sink, so far, is the customization kits. They cost to make. They sell well. NO ONE NEEDS ONE, but EVERYONE WANTS ONE. A grungy orange and grey speeder is no less effective than a hot red and black one, but everyone can see the value sunk into the red and black one. That it will eventually be orange and grey again makes it repeatable.


In some ways, the current badge-rush, be it for location badges or profession badges, makes a handy money-drain as travel and new equipment, and ocassionally training, costs money.



Cities are unfair, except that the city is an institution. A person can join a winning institution, (one that has gotten to level 4 or better,) if they aren't satisfied with living in a no-place-on-the-map outpost.


If the devs want money sinks, they should look here. Each streetlight is a money-sink, and a trophy. No One NEEDS a park, but how many towns lack for one? Statue? Streetlight? Such cost money to upkeep, but the cities gladly pay to do so.


Such non-critical to balance, yet cost-to-maintain solutions are what are needed as money-sinks. They don't penalize the new player, in in-game effectiveness, yet squeeze the avaricious and proud for credits they don't need.


I've ranted long enough. Recap.


Any money-sink that gives an advantage to one play-style, one identifiable group, over another, is unfair and should be avoided. If a player can't reliably start from scratch, on a mature server, and have even chances at success, compared to an entrenched player, then the game is broken.


A money sink that makes it harder to stay rich is fair, as you can get rich again. A money sink that makes it harder to get rich, but relatively easy to stay rich, is unfair.

Smug-Druggler
Sun Mar 07, 2004 3:35 pm
#200

MODIFIED VERSION OF THE ABOVE POST ("GUILD SHIPS")......



Been reading how alot of people want Corellian Corvettes for the Space Expansion. While they are known as "Blockade Runners" informally, they also require asizable crew! Around 40-45 minimum.


While we don't exactly know what the mechanics of SE will be, there will have to be alot of expense to that ship for one person.


Now a "Group Ship"! That's an idea that people might like. These ships would only operate with a certain number of character beings with "Pilot Skills" on board.


The Smuggling angle would come in if every being was also a Smuggler holding Contraband, in addition to whatever was hidden "under the deck plates"


As coolasit may sound to some to have your one character single-handedly manning a Nebulon-B Frigate, it is verrrry cheesy


Whatcha think!?


Keer "Tell-Phone" Tregga


GORATH






Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
roach_s
Sun Mar 07, 2004 3:38 pm
#201

Smug-Druggler,


Agreed. On the other hand, how many storm-trooper-wannabes in a "Squad"? If the ship requires 3-5 people to operate, it is probably appropiately scaled from the projected real-world truth.


Come on, a "Metropolis" with LESS than 100 people? That's a village and probably wouldn't rate a post office.


I also think the things should be persistant, and take lot space. Perhaps a placeholder item, one lot consumed, that if enough guildies place, then the guild can own a ship. This should probably be done from a terminal, allowing a guildmate to, until they undo it, sign over one or two lots to their guild for guild structures, including ships and the guildhall itself. (Why should the leader bear the full weight of the lot limit?)


StrikerNI
Sun Mar 07, 2004 3:54 pm
#202




JDFormersim wrote:

I was thinking about a similar idea. The static cities on Starsider are ghost towns, unless you go to Theed or Coronet. So many buildings which are not used, why not rent them out to vendors or even as small apartments?





This is about the 100th time I've seen this request. Make it 101 when I'm through...


Player cities were initially developed to allow players to develop their own content, form bonds with other players, and generally have their own property. While this was good in concept, the execution has been somewhat less-than perfect, and in my opinion, the wrong direction to take.


I don't think there should ever have been player cities to begin with. I'm so sick of not having a wilderness on tatooine anymore. In all honesty, tatooine was my favorite planet. I loved being out in the dune sea hunting or running from tuskens. I liked watching the sunsets, the sunrises, (I was a ranger at that time) and generally hunting in the open territory. Once player houses became a mainstream, and cities were incorperated, my hunting territory soon became "Ted's house 'o love" or "Mrwookie's love shack"...


People were putting up houses in places that I used to hunt. I could no longer travel thousands of meters without seeing a single person, rather, I would travel 100m and hit another house. I noticed that the cities I *DID* go to (Mos Espa, Eisley) were increasingly EMPTY. I would have to go to Anchorhead or Coronet just to get healed. Soon after that, Anchorhead's population decreased. Now I walk in there for the first time in two months, and there are about 14 people total.


I've always wished that somehow player owned buildings were incorperated INTO the static cities. Even go as far as making a player be able to run the city as mayor. (Such as the new bestine content, allower a player to actually run Mos Espa, Bestine, Theed, Kor Vella, or one of those completely empty cities on Rori...) Now, I can only think of one drawback to this idea:


1) Cities would run out of room...


Let's look at these issues.


1) First of all, Coronet is big. Really Big. Anchorhead is small. Really small. If players were allowed to rent out spaces in buildings (expanding the cities, if need be) then there would be more conentration of people in the parts of town where no one ever hangs around. Take the back half of C-net, for example. The only populated places are the starport, cantina, and med center. What if that concentration of people were spread out through the city.If players had their own house in one of the skyscrapers, there would be less need to sit in the starport and spam a location 2000m outside of town. In the case of owning a house or apartment in a small city such as Anchorhead, ever notice how most buildings in tatooine were underground?


I even have another idea...imagine a potential customer approaches a building in Cnet which is home to a small business. Instead of walking through the hundreds ofstories (above and below ground), why can't the player input his destination in the front door and load into the apartment? This would reduce lag, as seeing as how the properties of the insides of the buildings would not be loaded until the player chooses to go there. Now what about advertising? Well, on the planetary map, the vendor location could say "Coronet, building 'A', apartment 2238." The player then travels to cnet, finds the entrance to building, types in 2238, and is loaded into the apartment. (Assuming he has access, and it isn't private.)


There could even be different types of apartments. There could be housing apartments where players can live or store items, or there could be Business apartments/malls where merchants can host their businesses.


Now, obviously you can't just take away a feature that is this big in SWG. So instead of this replacing player cities, it could balance it. Owning an appartment would be more convienient/cheaper than owning a house for storage. A player need only shuttle into a city, and he's home. This would reduce the amount of "junk" houses scattered throughout the landscape, but player cities are still a viable option for people who want them.






=-=-=-=
-Aefi Striker-
I've got a blaster at my side and a smile 12 parsecs wide...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


TheMDude
Sun Mar 07, 2004 4:03 pm
#203

Apartments and shops in cities should be naturally more expensive than houses out in the boonies or in player cities, but in city apartments and shops should allow more storage and inventory. That way there is a reason for both to exist, and the amount of useless houses ringing Coronet will diminish greatly.
Fidd
Sun Mar 07, 2004 4:31 pm
#204






Ritualistic wrote:



Not sure if this has been posted before, the search function in the forums seem to be lacking...


I'm sure I'm not the only one who has felt the pain of arriving at the Ticket Terminal, buying a ticket, then running to the shuttle in the starportjust in time to see it leave.






Why not make all spaceports instant travel like Theed, so we dont have to waste our gaming time waiting for a shuttle.


Torz
Fried_Yoda
Sun Mar 07, 2004 4:36 pm
#205


HOUSE CUSTOMIZATION


houses houses houses houses houses! Yes, this has been mentioned many times before, and there are "rumors" that stuff might happen, but i'm gonna take the opportunity to bring it up, AGAIN.


How cool would it be to customize houses? I mean, you have generic houses and planet houses (even though generic and corellian are the same thing). Well, since artisans can custom their clothes and stuff, why can't architects custom the houses? here's a few ideas.


Have the already made templates, but be able to customize the walls and stuff. You know, remove a certain wall, add a stairway somewhere. The exterior walls can bejust a shell, and the architect can piece the inside together.


Or, even more customizable would be to have a set of premade components to make your house. Like, 5 different styles of roofs, 10 different walls, 4 styles of windows, etc. Then, the architect can piece together a completely custom built house that way. Sort of like in The Sims (if you ever played that horrid game).


Another idea would be to be able to paint walls and your house. It gets dull living in concrete walled houses, or sand colored homes. Why not be able to paint them to your liking, just like you can paint your vehicle? Possibly paint each wall to your liking and stuff.


A main issue would be that architects might not visualize what YOU want for a home. So how about being able to make a house schematic and give it to the architect? Like have public schematic terminals where you can virtually build your home to look the way you want it, and then it churns out a schematic (for a fee of course ), and then all you have to do is give it to an architect and they can build it for you.


This is general housing question, but why do Tatooine guild halls only take up 7 lots when the rest take up 9? I mean, they both fit the same amount of items, cost the same for maintenance. Why 7 instead of 9?


I have also noticed lots of items in the game that are not available to us. Just walk around theed and you'll see. We only have access to Style 1 potted plants, and in theed i find style 3. There are also paintings, sculptures, and a variety of other things that are not available to the public. I love paintings, i'm currently trying to collect all the available paintings in game. But it sort of ticks me off that some paintings are on the Starport wall and not in the schematics of artisans Yeah, so when will we be expecting more of these unique paintings, plants, sculptures, and misc items to be available to us?


OK, i'm having a brain seizure. I think i've said enough. Chew on that for a bit, or chew on some Fried Yoda



_______________S t a v r o s e_______________
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roach_s
Sun Mar 07, 2004 4:39 pm
#206

StriderNI, now THAT would work. One building, with a "ticket collector", that looks suspiciously like a turbolift terminal, (in the appropiate curved closet,), with no timer. One "travel terminal", that looks like something else, (a 3PO would be good), works more like an NPC merchant,and is listed as a building registry, and doesn't chargea credit for the ticket. Tickets that don't dissolve, (no point, if they don't cost anything.)


Only problem is, this cuts architects out of the loop, but if the architects provide the deed, and this is installed to start the apartment, so the deed determines floorplan, it could work.


Redeeding could be problematic. I say, don't allow it. Leave it as an option for buildings placed freestanding in the wilds, but disallow it for in-city structures.


Allow a modified "floorplan" room for the installation and maintenance of factories.


CLEAR THE GAMING MACHINES out of the turbolifts in the hotels, and MAKE THIS the apartment front end.


Move the gaming machines to a more appropiate location. The cantina would be appropiate.


By using the existing shuttlecraft mechanics to define which room, (or at least floor,) you are seeking, you avoid making a system unweildy to the user. Intuitive.



TheMDude, I dissagree. Balance is making it about equal to want a house in the country versus a house in the city.

Points to consider.

Market. City, by a long shot.

Convenience. Country. Gives you an alternate location to pull out a car, (soon to be a moot point,) pet or droid. Alternate spot to camp.

The other factors, being more modifiable, need to take these existing things into account. Perhaps a city apartment should afford LESS storage and still be expensive. Space is at a premium, after all.

A player owned structure has three purposes. Storage, financial gain, and showcase.

Storage. How much stuff you can store for how little.

Financial gain. A place to place a merchant, or a means of producing items, harvesting resources.

Showcase. A trophy location, outfitted to look good. A bed in the bedroom, tables, chairs, lamps, the works.


For storage, I don't think distance traveled is a factor, or not nearly as much.

For financial gain, allowing a person closer to an existing market gives them a notable advantage in earning money. If the rent isn't high enough to offset this, and if only a limited number of people can do so, there develops a situation all too real-world, where the rich stay rich, and the poor stay poor.

For showcase, a city apartment would be ideal. Small? Sure but a great way to meet friends.

ASSUMING a limited number of available apartments, setting the rent very high, and limiting the structure to private-only MIGHT make this a fair way to go. The structure, thus, can't be used to financial gain out of proportion to its cost, or for financial gain at all.


Assuming StrikerNI's idea. Perfect. Let people make cities, if they want to run one. Let people hole up in the wilds, if they want to stay there. Let people congregate in the cities, as they are likely to in nature anyway. But only if there is no limit to in-city housing or convenience.

roach_s
Sun Mar 07, 2004 4:59 pm
#207

Additional points.



Structures built using my modification of StriderNI's idea need to EITHER open into a public hallway, OR have a turbolift terminal where the door belongs.



Structures that have a balcony should probably be disallowed, or the balcony areablocked off/enclosed when used in another structure.



Do this soon enough and it could be a key component in the space expansion. Pre-fab space-stations with instanced apartments, readily indexed so a player can go to the one they want every time. (AO's system is broken, in this regard. You can't host friends unless you're there to let them in. There is no menu system to indicate WHICH door you want in, except for a clumsy system of which key you have in your inventory right now.)



Instanced apartments, which would allow for an unlimited number of City Based apartments, eliminates all my arguments against City Based apartments. If in theory EVERYONE can have one, as it is with Jedi, then there is no reason why it shouldn't be done.
TheMDude
Sun Mar 07, 2004 5:47 pm
#208

I have to advocate limits on city dwellings.

In (my) perfect world, players would have choices to use every structure in every city. Don't have the money? buy one of the slummy looking buildings. Have a decent ammount of cash? Buy the decent looking buildings. Rich out the ears? Take space in a skyscrapper. City filled up? Well move to another NPC city.

If you make the space unlimited then the only cities that will benefit would be Coronet, Theed and Bestine. Given that I'm not sure if the game can ever fill every city up like Coronet, it would at least be a push to make other cities more than ghost towns.
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