Development Cycle Archive
Thread: Publish 6: Released Wednesday Morning
Rolassk wrote:
RougeSmuggler wrote:
ZandaarDokedros wrote:
Some of you are truely amazing. They put out a patch fixing and adding a lot of content and all you can think to do is bash them and ask for more? Ungrateful $*$#'s. Couldnt go one post without throwing stones could you.
Dev's, good job! Cant wait to paint my speeder.
Kinda like how the DEs cried foul with the Droid Invasion update? Oh yeah, and how the Imperials cried bloody murder when the patch was first announced. Funny, they flamed and insulted and got immediate dev response. We've been respectful and productive yet, constantly ignored.
How dare us Smugglers speak our minds!!! Bad smugglers! Bad, go back to your corner! Go!
-red
FYI, we did not flame about the 500FP penalty, but if your comparing a 500FP penalty/rank demotion to a 95% evasion skill I need say no more on the lack of intelligence you are displaying.
How are the majority of smugglers and rebels on these boards being productive, most responses have been whiny bi+ch threads. "Waaaa I'm a rebel, I may now be attacked andhave somewhat of achallenge finding a recruiter to revert back to overt, I can't pick and choose my GTEFingImp gankinglike before." "Waaa I'm a smuggler, I'm too blind to see that before the update we had no smuggling skill what-so-ever, too blind to realize the DEVs didn't have to give us any smuggling skill. I also think that everyone will become an Imperial. Plus smuggler's are doomed, because even though we can still slice and spice AND SMUGGLE, I believe that everyone will become Imperial anyway and the game as we know it will cease to exist."
Give me a break dude... Let's look at the big picture here (and this is fundamentally why I think the DEVs removed the 500FP Imp penalty so quickly and are ignoring the Reb/Smuggler cries)
Before
Rebels
No factional penalties for race
Imperials
At minimum 1.5x FP penalty for any race, but human
Result?
At least a 2.5 - 1 outnumbering of Rebs to Imps on all servers (I know on my server at least all the major PCities on Corellia are Rebel and8 of the 10 rank four+ cities on Naboo are Rebel)
Now
Rebels
Chance of being scanned positive for contraband and turned overt until killed orafter finding a factional recruiter to go covert.
Imperials
Bypass of scans if Overt, bypass of scans if above a certain rank (I'm guessing Major and above)
Result?
More of an incentive to join the Imperial faction. Perhaps the DEVs way of trying to balance the factional numbers. Remember the DEVs saying we need to look into ways for making it more attractive to join the Empire? Basically joining the Rebels will no longer be a purely numbers game, there is now more risk for doing so.
As for the smugglers: Enjoy your smuggling skill, join the Empire or just shutup. We are sick of hearing you cry about a skill you have anyways. And don't be stupid it's not like everyone is going to trade their contraband to an Overt Imp before entering an Imperial Controlled city anyways. If they're Reb or Neut they couldn't anyways... However to a smuggler? Yes they can.
Are craftable pacifiers in this patch for the smugglers and rebs TH?
Alright. I simply highlighted what appeared to me to be flamage. Now, I may be wrong, because you afterall said, you don't flame, but your words were used to attack, rather then to promote understanding.
Even though you resulted to flames though, I think you do have a good point.
But I don't think your point is complete yet. Please, look at your modified chart below.
Before
Rebels
No factional penalties for race
Imperials
At minimum 1.5x FP penalty for any race, but human
Result?
At least a 2.5 - 1 outnumbering of Rebs to Imps on all servers (I know on my server at least all the major PCities on Corellia are Rebel and8 of the 10 rank four+ cities on Naboo are Rebel)
Now
Rebels
Chance of being scanned positive for contraband and turned overt until killed orafter finding a factional recruiter to go covert.
Imperials
Bypass of scans if Overt, bypass of scans if above a certain rank (I'm guessing Major and above)
Result?
More of an incentive to join the Imperial faction. Perhaps the DEVs way of trying to balance the factional numbers. Remember the DEVs saying we need to look into ways for making it more attractive to join the Empire? Basically joining the Rebels will no longer be a purely numbers game, there is now more risk for doing so. Since Imperials now have the ability to carry contraband without risk, they trump the skill of a Master Smuggler. While not important at the moment. In the future when a Smuggling system is implemented the Smuggler loses out, because now it has been established that there is no true "illegal" product in the game. Simply put, players will not need, nor want Master Smugglers, because they have Imperials with a 100% success rate.
This isn't about being forced to PvP. It's not about making life hard for Rebels, or Neutrals, or even Smugglers. See, the part of any real "smuggling" system would mean the creation of significant risk. We want risk. We want danger. But more then anything we want to be useful. This is about taking away one of our abilities, and giving it to other players who don't deserve it.
Rank should mean something. I agree with that. But working in the Empire should give you Military benefits. Not Underworld benfefits. Things like access to better Personell, better equipment, uniforms, special quests... etc.
-red
RougeSmuggler wrote:
Rolassk wrote:
FYI, we did not flame about the 500FP penalty,
Alright. I simply highlighted what appeared to me to be flamage. Now, I may be wrong, because you afterall said, you don't flame, but your words were used to attack, rather then to promote understanding.
Do you see the difference? I did not say "I never flame" now did I
When your smuggler content is implemented, whenever and whatever that does amount to be, you will at that time possibly have validity to base this on. At this point there is no smuggling content, so your basing your statements on nothing.
Even though you resulted to flames though, I think you do have a good point.
But I don't think your point is complete yet. Please, look at your modified chart below.
Before
Rebels
No factional penalties for race
Imperials
At minimum 1.5x FP penalty for any race, but human
Result?
At least a 2.5 - 1 outnumbering of Rebs to Imps on all servers (I know on my server at least all the major PCities on Corellia are Rebel and8 of the 10 rank four+ cities on Naboo are Rebel)
Now
Rebels
Chance of being scanned positive for contraband and turned overt until killed orafter finding a factional recruiter to go covert.
Imperials
Bypass of scans if Overt, bypass of scans if above a certain rank (I'm guessing Major and above)
Result?
More of an incentive to join the Imperial faction. Perhaps the DEVs way of trying to balance the factional numbers. Remember the DEVs saying we need to look into ways for making it more attractive to join the Empire? Basically joining the Rebels will no longer be a purely numbers game, there is now more risk for doing so. Since Imperials now have the ability to carry contraband without risk, they trump the skill of a Master Smuggler. While not important at the moment. In the future when a Smuggling system is implemented the Smuggler loses out, because now it has been established that there is no true "illegal" product in the game. Simply put, players will not need, nor want Master Smugglers, because they have Imperials with a 100% success rate.
This isn't about being forced to PvP. It's not about making life hard for Rebels, or Neutrals, or even Smugglers. See, the part of any real "smuggling" system would mean the creation of significant risk. We want risk. We want danger. But more then anything we want to be useful. This is about taking away one of our abilities, and giving it to other players who don't deserve it.
Rank should mean something. I agree with that. But working in the Empire should give you Military benefits. Not Underworld benfefits. Things like access to better Personell, better equipment, uniforms, special quests... etc.
-red
electricnomad wrote:
Orange me:
StarRunner wrote:
My question is how are smugglers so hurt by this??? Imperial smugglers maybe but rebel ones should be dancing in the streets. From what I have read all you have to do is group with your master smuggler buddy, who if he/she had the slightest bit of entrepreneurial spirit would charge everyone 5-10k for the priveledge of grouping with him/her bypass the scan then disband and smuggler goes back to get another group through; essentially doing what they are supposed to do... smuggle.
Considering that the scan teams appear randomly, and you can't prepare for them, how much would YOU pay a SMuggler to hang out with you for an hour?
And how does escorting someone count as smuggling? Smuggling means moving illegal items from Point A to Point B. Going out on a hunting trip doesn't really count, does it? Is SMuggler now the Bodyguard profession or what?
This gives a reason for people wanting smugglers on hunting trips and in general to be grouped with them. If you dont like it join the side of law and order work your backside off and make it to an officers rank. With factional decay GONE ladies and gentlemen there is really no reason to stay covert, unless of course you are a rebel. Then you best have a smuggler to get you past the scans or else be forced overt and then slaughtered. As rebels deserve to be
From what I have seen of the patch notes posted several pages back there is FINALLY some content being added. Some of the punishments have been lifted off players who wish to be apart of the gcw, myself included. And the smugglers have been tossed their first bone, be happy I know that this is the first thing that the devs have done to really make me smile in a long time.
It's no bone for SMugglers. If there were no contraband scans in this Publish, or if there were no means for anybody to pypass contraband scans but Smugglers, then it would be a bone for Smugglers. No, this is a bonetaken from the leg of the Smugglers and served up as a treat for Imperials. It's going to be difficult to walk later.
Can you just shut the f**k up?
Rolassk wrote:
RougeSmuggler wrote:
Rolassk wrote:
FYI, we did not flame about the 500FP penalty,
Alright. I simply highlighted what appeared to me to be flamage. Now, I may be wrong, because you afterall said, you don't flame, but your words were used to attack, rather then to promote understanding.
Do you see the difference? I did not say "I never flame" now did I
![]()
When your smuggler content is implemented, whenever and whatever that does amount to be, you will at that time possibly have validity to base this on. At this point there is no smuggling content, so your basing your statements on nothing.
Even though you resulted to flames though, I think you do have a good point.
But I don't think your point is complete yet. Please, look at your modified chart below.
Before
Rebels
No factional penalties for race
Imperials
At minimum 1.5x FP penalty for any race, but human
Result?
At least a 2.5 - 1 outnumbering of Rebs to Imps on all servers (I know on my server at least all the major PCities on Corellia are Rebel and8 of the 10 rank four+ cities on Naboo are Rebel)
Now
Rebels
Chance of being scanned positive for contraband and turned overt until killed orafter finding a factional recruiter to go covert.
Imperials
Bypass of scans if Overt, bypass of scans if above a certain rank (I'm guessing Major and above)
Result?
More of an incentive to join the Imperial faction. Perhaps the DEVs way of trying to balance the factional numbers. Remember the DEVs saying we need to look into ways for making it more attractive to join the Empire? Basically joining the Rebels will no longer be a purely numbers game, there is now more risk for doing so. Since Imperials now have the ability to carry contraband without risk, they trump the skill of a Master Smuggler. While not important at the moment. In the future when a Smuggling system is implemented the Smuggler loses out, because now it has been established that there is no true "illegal" product in the game. Simply put, players will not need, nor want Master Smugglers, because they have Imperials with a 100% success rate.
This isn't about being forced to PvP. It's not about making life hard for Rebels, or Neutrals, or even Smugglers. See, the part of any real "smuggling" system would mean the creation of significant risk. We want risk. We want danger. But more then anything we want to be useful. This is about taking away one of our abilities, and giving it to other players who don't deserve it.
Rank should mean something. I agree with that. But working in the Empire should give you Military benefits. Not Underworld benfefits. Things like access to better Personell, better equipment, uniforms, special quests... etc.
-red
Okay, So I have your support, that when the Smuggler Revamp comes, you will give up your right to carry and use Contraband freely wherever you want?
That's great to hear man. I hope the rest of Imperials will be as understanding as you.
-red
Rolassk wrote:
I will conceed that if all Imperials become Colonel (or whatever the lowest rank is required to gain a pass), then the system will be flawed. I don't see that happening however, no matter how many credits a player has, it will still be easier and more cost effective to run a couple mission and regain the loss if you are Imperial.
The big trouble is that this game is SIngle Character Server, 250 skillpoints per character. That's always been firm. Now, using Faction Points which you can always get more of, you can buy skills above and beyond that 250. Voila, the 250 skillpoint barrier has been broken, and by Faction Points which you can buy or grind out, or which someone can even donate to you.
No other profession is for sale for anything other than skillpoints. But now SMugglers have smuggling - ie, moving contraband - stolen from them before it even gets in the game. Adding insult to injury, a Master SMuggler isn't even the BEST at moving contraband, ie smuggling.
Any other profession would be screaming through the roof about this. If you could go guy Stormtrooper armor from a Recruiter that offered 95% resists and had 10 encumbrance, Armorsmiths would be very justified in complaining.
Smugglers are watching our profession get sacrificed on the altar of appeasing the Imperials. But this in't about the GCW, this is about profession identity and skillpoint investment. There are many other perks that the Empire could offer, and pillaging a profession is the least creative and most game breaking way of going about it.
If it undermines what a profession is, and in full gives something for nothing of course. At this point, what some people are suggesting is players will turn Imperial, all Imperials will achieve the required rank to pass, and the smugglers will no longer have anything (not every smuggler is saying this, and not every smuggler is saying all three things... Just to clear that up before someone tries to throw my words back in my face
RougeSmuggler wrote:
Okay, So I have your support, that when the Smuggler Revamp comes, you will give up your right to carry and use Contraband freely wherever you want?
That's great to hear man. I hope the rest of Imperials will be as understanding as you.
-red
At this stage of the game, no one knows how beneficial having a smuggler around will be, however I am 99.98% sure that99% ofplayers will not seek out a high ranking Imperial or Overt Imperial (which could only be a covert Imp in that case anyways) to get past the scans.
And how do you know I carry contraband anyways?
electricnomad wrote:
Rolassk wrote:
I will conceed that if all Imperials become Colonel (or whatever the lowest rank is required to gain a pass), then the system will be flawed. I don't see that happening however, no matter how many credits a player has, it will still be easier and more cost effective to run a couple mission and regain the loss if you are Imperial.
The big trouble is that this game is SIngle Character Server, 250 skillpoints per character. That's always been firm. Now, using Faction Points which you can always get more of, you can buy skills above and beyond that 250. Voila, the 250 skillpoint barrier has been broken, and by Faction Points which you can buy or grind out, or which someone can even donate to you.
No other profession is for sale for anything other than skillpoints. But now SMugglers have smuggling - ie, moving contraband - stolen from them before it even gets in the game. Adding insult to injury, a Master SMuggler isn't even the BEST at moving contraband, ie smuggling.
Any other profession would be screaming through the roof about this. If you could go guy Stormtrooper armor from a Recruiter that offered 95% resists and had 10 encumbrance, Armorsmiths would be very justified in complaining.
Smugglers are watching our profession get sacrificed on the altar of appeasing the Imperials. But this in't about the GCW, this is about profession identity and skillpoint investment. There are many other perks that the Empire could offer, and pillaging a profession is the least creative and most game breaking way of going about it.
VoodooExtreme wrote:
electricnomad wrote:Orange me:
StarRunner wrote:My question is how are smugglers so hurt by this??? Imperial smugglers maybe but rebel ones should be dancing in the streets. From what I have read all you have to do is group with your master smuggler buddy, who if he/she had the slightest bit of entrepreneurial spirit would charge everyone 5-10k for the priveledge of grouping with him/her bypass the scan then disband and smuggler goes back to get another group through; essentially doing what they are supposed to do... smuggle.
Considering that the scan teams appear randomly, and you can't prepare for them, how much would YOU pay a SMuggler to hang out with you for an hour?
And how does escorting someone count as smuggling? Smuggling means moving illegal items from Point A to Point B. Going out on a hunting trip doesn't really count, does it? Is SMuggler now the Bodyguard profession or what?
This gives a reason for people wanting smugglers on hunting trips and in general to be grouped with them. If you dont like it join the side of law and order work your backside off and make it to an officers rank. With factional decay GONE ladies and gentlemen there is really no reason to stay covert, unless of course you are a rebel. Then you best have a smuggler to get you past the scans or else be forced overt and then slaughtered. As rebels deserve to be
From what I have seen of the patch notes posted several pages back there is FINALLY some content being added. Some of the punishments have been lifted off players who wish to be apart of the gcw, myself included. And the smugglers have been tossed their first bone, be happy I know that this is the first thing that the devs have done to really make me smile in a long time.It's no bone for SMugglers. If there were no contraband scans in this Publish, or if there were no means for anybody to pypass contraband scans but Smugglers, then it would be a bone for Smugglers. No, this is a bone taken from the leg of the Smugglers and served up as a treat for Imperials. It's going to be difficult to walk later.
Can you just shut the f**k up?
Electricnomad is vocalizing my, and other smugglers' concerns about the patch. Why should he shut up? This can be a big deal for us. I've spent 121/250 skill points to master Smuggler. Skill points I do not get extra of. As a Master Smuggler I get a 95% chance of evading the scan. As an Imperial I would most likely just have to run faction missions for a day or two to get a nice little salute if I have contraband on me. And I don't care about the frequency of the scanning. It can happen once every two months for all I care...that isn't the point. We Smugglers have been fighting for something usefull at our master level and we finally got something but before it's implemented they are going to give it to someone else. There is really no point in me being a master smuggler as an imperial now, I might as well trade in my Underworld points and put them into something else.