Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)

Bongabonga
Fri Feb 06, 2004 7:03 am
#196






Thunderheart wrote:




The game will get a lot more exciting and fun next week











/tumbup









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Ender007
Fri Feb 06, 2004 7:52 am
#197






Lorelli wrote:





Thunderheart wrote:




Are you saying you want random loot distribution amongst the party?







no we are asking for a system mesage telling the whole group that Jonny Ninja just looted 1 krayt pearl even though he said there was nothing on the corpse









I want random loot distribution... perhaps based on a factor of damage.. ie Player A delt 50% of the damage Player B delt 20% of the damage and Players C, D, E delt the remaining 30%. The computer does a calculation to see who wins the LOOT with Player A then has a 50% chance etc with each person getting the possibility of winning the loot but the person who deals the most damage gets the highest probability of winning.




______________________TTG is DEAD... LONG LIVE DOTB!_______________________
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RazorBlade79
Fri Feb 06, 2004 7:52 am
#198



Kiashia wrote:
Yes, way back in beta and up to and including the first couple weeks of retail. till they removed corpses, thats when it too went away.





Ah, that's why. I couldn't get my hands on a copy of the game until short after the removed it. Man, I was afraid the first time I died without a newbie life left lol



___________________________________________________________________________________________________________
Quick fixes to make the game fun now: NPCs using weapons and special attacks, reduced resistances on all except faction armor and percentbased encumbrance, faction armor craftable with improved resistances with limited use schematics from recruiters, no permadeath for faction pets, doc buffs percentbased, fixed BH mission payouts, more imperial crackdown activities, replace SBDs on the corvette with high ranking NPCs, reintroduce a Jedi TEF, reward overt players with improved payouts and faction gains
How to be a successful newbie
Whil Grey #2 #3 #5 #4 #6 - My character's screenshots of the day on SWG.com
WillGrey.cyndera.com
- My homepage

lund0529
Fri Feb 06, 2004 8:37 am
#199







Thunderheart wrote:


...


Are you saying you want random loot distribution amongst the party?


...





Just a notification would be nice. "Jimbo has looted the corpse of all items informs the party thathe finds a Single Force Crystal"

NasrikSnar
Fri Feb 06, 2004 8:56 am
#200

I found a minor bug in the new Crackdown loading screens that Q3PO (I'm assuming, since he started the threads here) implemented a few days ago.


The screen that begins with "Due to a rise in illegal activity including Rebel operations and smuggling" has an incorrect word a little later in the paragraph. It reads ..." to increase inspection thought the galaxy"... and should most likely read "throughout the galaxy".


Overall, though, I like the new screens. Very cool...and the Vader graphic is very well done. I'd definitely like to see these updated more frequently. Makes me want to pay attention to them instead of reading the same old topics.


CarissaLeigh
Fri Feb 06, 2004 10:02 am
#201



Faction Armor Suggestion.


I would like a revamp of Faction Armors to make them more personalized and more tailored to the character wearing them.


First, To make this work. You add an Option to the "Imperial Recruiters" that says, "Qualify Armor." You go to recruiter wearing said faction armor then it checks you to see what your Faction Rank and Profession. It then, offers you changes to the armor (Detailed below). If the Armor is removed the Faction changes are reset back to standard armor so you can't change it, take it off, then trade to someone else.


1. Add Rank to the armor based on your faction rank.


2. Allow armor to be changed to represent your chosen profession.



  • Snipers - there Helmet has reduced mind encumberance due to advanced sensors inside the helmet to assist with spotting and targeting enemies.

  • Pistoleer/Carbineer - Reduce action cost representing advanced training.

  • Commando - Increase the Percent protection of armor and change color to Black like the faction commando NPC's.

  • Changes available to Elite professions only?

  • Each will have maybe a slight appearance change to represent Elite Armor also encompassing rank.

  • Brawlers/Elite - maybe reduced action or increased Kinetic defenses along with a unique look.

  • Changes only allowed to fighting classes?

Basically, the idea is to make faction armor able to compete with crafted armor a little better and to add a MUCH needed flavor to the universe. I just don't like the simply drab armor we are stuck with. No variation, no difference in rank, etc.


The other Star Wars games already have the Armor designed for you and should rather easy to code in a system check to make it happen.


Carrissa





Carissa Leigh
Master Smuggler/Commando
Mos Krayta, Tatooine. Mall is Beside Shuttlepad. (Weapons, Resources, Power)
** ALL Vendors registered on Planetary maps **
Kade_Deveron
Fri Feb 06, 2004 10:04 am
#202

I posted this in the GCW forum, but I wanted you to have a look at it TH.


I know I'm just dreaming but I would love to see publish 8 include a faction crackdown on player cities. This faction crackdown would allow:


1. Formal declaration of player cities to one faction or another.


2. Reduced footprints for turrets/covert detectors in declared cities. Right now both have such huge footprints they are useless in city settings.


3. Placement of NPC patrols within the city. This is a must. Cities would be taxed for adding NPC guards, but this could add a real factional feel to them with guards stationed at key points in the city or patrolling about.


4. Placement of faction banners in cities and other factional objects such as propaganda posters, barracks, etc...A matter of art creation, no new mechanics.


5. Removal of faction missions from cities (giving faction HQs a role once again in the game). An easy fix, and it needs to happen. Allowing mission terms in cities creates a non-destroyable faction asset and severely minimizes the desirability of faction HQs.


6. Visual indicators of what faction a city belongs to on the planetary map. This is already very necessary, esp for those cities who have bases camped about their shuttle services.


7. An autobanning feature for enemy faction members (ie if you have a imp city, rebels are autobanned from all civic services). Should be an optional feature of faction cities, but fairly necessary in my mind.


On the "OK, now Im really dreaming" list of things:

1. Different pavement types

2. City walls


On the topic of walls, these would be placeable by the city mayor by designating the start and end point of each wall segment. Defensive turrets and covert detectors could placed in the walls as attachments (destroyable of course). Walls would not be allowed to be completely closed off and would always require at least one opening.


With the exception of walls, I think most of these ideas are fairly straightforward and "easy" to implement. They would do a LOT to enhance player cities and the GCW and for the most part, from my non-developers mind, look pretty easy to drop in.


Your thoughts?





-----------------------------
Khade Deveron

AlaManQ5
Fri Feb 06, 2004 10:21 am
#203

Here's an idea...give everyone loot from most corpses, but randomize what kind of loot rewarded. Keep one type of npc for each rare piece of loot (i.e. krayt dragons- krayt pearls, tissues/ force npcs- crystals, holocrons/etc.) like always. But give everyone who loots something at least, i don't care if its an animal tooth or claw or a voritor lung LOL, just something so the weak players don't feel left out when Johnny Flamethrower does 75% damage and gets a rare item.



Simply, make more loot items, and randomize the less rare items for everyone, and keep the high-end loots the way they are. When I go through the trouble of helping in a group hunt, I want the satisfaction of getting something too. I don't care what, but i mean come on, when you search any dead body, you find something that you can take usually. Not some 3 ton dragon with "nothing of value" on it LOL.


NPC loots have clothing to take or weapons and usually credits. If I loot something I should always get either credits or an item (be it a shirt, belt, shoe, or weapon), always...


Of course, this would flood the bazaars with useless stuff. But, you can always destroy it. I just want an object when I loot.






\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

Niamb
Fri Feb 06, 2004 10:21 am
#204

Wanted to offer some constructive criticism on how COA3 has played out for my guilds.


Doing the final segment of COA3 is extremely challenging, which is fun. It should be challenging and there should be some sections of the game that cannot be soloed. I love group play and I am involved with two great guilds on Radiance and Chimaera that are made up mature, fun people who love to group and do things together. COA3 has proven to be a strain for both guilds.


It's not the challenge that's the problem. While we don't always succeed, we have a fair rate of success. It is the fact that this mission is very lengthy to complete andhas to be done over and over and over and over for each person to get a badge.The challenge is such that it is difficult to succeed with 5 average players. Unless we gather together a large group, in excess of 5 players, we tend to fail half the time and usually only get two missions accomplished in an evenings play. Yet getting large groups together is becoming increasingly more difficult as people are tired doing the same thing over and over.


These are both fairly large guilds, made up of cooperative people, but COA3 is causing strain within the guilds. People who have their badges get tired of doing the same thing night after night. People who have helped others, but have not gotten their badges yet are increasingly frustrated at the difficulty with getting the help they need. Everyone is tired of the monotony, but hate to leave others in the lurch. Some folks have limited play time or aren't able to play at times when large numbers of guild members are around to help and feel frustrated by their inability to complete this story arc.


I suggest that in the future, when a mission requires a large group to have a chance of success all members of the group completing the mission be awarded the badge. Then it would be a team building excercise...we worked together as a team and we all got the badge, rather than a source of dissention. Then guilds could have 2 hunt nights (since not everyone can make every hunt) , have a lot of fun and feel good about how we all worked together to accomplish a mutual goal. Remove the monotonous repetitionand folks who have completed the badge would be more willing to form special grouping to help those who cannot play at more standard times.


I had fun getting my badge and enjoyed the greater challenge, but it would have been more fun if all those working as a team got the badge rather than forcing groups to grind out the same mission over and over and over and over.......



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Niamb: Master Doctor and Combat Medic on Radiant
Ariex: Resource Gatherer Extraordinaire on Radiant
Snikrop
Fri Feb 06, 2004 11:37 am
#205

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=107223


Any discussion of the 3 week auto-declassification of citizens in the upcoming patch?



" When you go to sleep, if you in fact sleep, does it take two star wars fans' blood to calm your nerves or are you higher than that now?

justG - When I am trying to go to sleep, and I am tossing and turning at night, the things that keep me up at night are combat, and jedi, and spaceflight, and things like that. Let me tell you this, we absolutely LOVE our jobs. And we LOVE this game. We are dedicated to doing whatever we can to enhance your play experience. And it usually only takes one fan's blood to drift off...
" JustG
CarissaLeigh
Fri Feb 06, 2004 12:11 pm
#206

Faction armor......more Ideas.



  • Rangers - get the Square headed Stormtrooper armor and possible green colored.

  • Creature Handlers - Maybe a Whip in hand or a unique Whip weapon.Just an Idea.




Carissa Leigh
Master Smuggler/Commando
Mos Krayta, Tatooine. Mall is Beside Shuttlepad. (Weapons, Resources, Power)
** ALL Vendors registered on Planetary maps **
ArjunThakur
Fri Feb 06, 2004 1:22 pm
#207






Thunderheart wrote:




Are you saying you want random loot distribution amongst the party?


If you do, please get Kstarfire in the Core Systems forum involved and Ill try to elevate the issue.





YES times 1000e1000!!!!!!!!!!!!!11




-=BLUE GLOWIE=-
RazorBlade79
Fri Feb 06, 2004 1:49 pm
#208

Thunderheart,


Thunderheart wrote:


Arnwald wrote:

TH,

you wrote 5k creds is too much, but I'm sure you know that smugglers sells factions points for 110-130 credits the point. So it would cost us from 5500 credits to 13000 Credits to insure. Could you explain your logic on this please?

You also wrote it is a minor inconvenient to see a recruiter declare and pay the insurance . This way we are stuck with one hour Overt status and opposed to TEF exploitation.

Ty for your answer



The 5K answer is for most folks. Its tough to find a smuggler who can do this for you on the spot. That also creates the situation where PAs with smugglers get an instant advantage. Whether thats good or bad, i dont know, but it would have to be thought out.

The one hour delay is a whole can of confusing. Taking a moment to make a couple of clicks is one thing. Not having that 1 hour time delay is a different scenario. Without that time delay, it opens the door for some grief tactics. A good example would be /covert while base fighting. Without that delay built into the faction recruiters at player earned faction bases, players were able to grief faction bases pretty bad.




Please try to actually understand what you read!

He didn't say 'REMOVE 1 HOUR DELAY', he said the tradeoff for getting insurance for free when declared IS that you are declared for AT LEAST 1 hour.

That means everyone of the opposite faction can attack you, you are now in open PvP and have a lot more risks than undeclared.

Please be so kind to reconsider this and answer it again.

Thanks!



___________________________________________________________________________________________________________
Quick fixes to make the game fun now: NPCs using weapons and special attacks, reduced resistances on all except faction armor and percentbased encumbrance, faction armor craftable with improved resistances with limited use schematics from recruiters, no permadeath for faction pets, doc buffs percentbased, fixed BH mission payouts, more imperial crackdown activities, replace SBDs on the corvette with high ranking NPCs, reintroduce a Jedi TEF, reward overt players with improved payouts and faction gains
How to be a successful newbie
Whil Grey #2 #3 #5 #4 #6 - My character's screenshots of the day on SWG.com
WillGrey.cyndera.com
- My homepage

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