Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)

MonroeThanes
Wed Jan 28, 2004 2:14 pm
#196

for those that want a mining profession, you could bug the devs to put it in the game and increase the amount of SP it takes to do a simple task........ or you could just get survey 4


i enjoy harvesting to an extentbut dont want to devote more SP to it as it would make my character completely one dimensional, id be able to harvest, make weapons, sell weapons, thats it, kind of boring.....


so either bug them to add another profession, which cant be easy, or you could just get survey 4



I'm Monroe Thanes and I approve of this message.
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Vote Democrat! They've got a traitor and an ambulance chaser this time around!
Hillslayer
Wed Jan 28, 2004 2:22 pm
#197

I liked the look of the mining profession, but that wasn't why I was gonna post.


TH, how about a Factory Module for BLLs? It has a capped item production limit and only fits in BLLs giving us a larger market there. Maybe you could evenhave a choice between that and a possible "uber-storage module" for the BLL. These would be considered "large modules" and different so that they cannot be placed in any other droid. The reason I'm asking this is that BLLs are time, resource, and energy hogs with little value. I know several DEs, that would only sell for 90k (as if anyone would want one in the first place as they are)beacuse they have to re-set up facilities, get special resources,and there is no demand. If these were added demand would go up, we'd have the parts in stock to keep customers happy, the price would fall (a bit), and you'd see some really cool droids around.



-Jaramar Hillslayer
Ex-Chef Ex-Squad Leader Ex-Pikeman Ex-Rifleman Droid Engineer

SOE's favorite SW quote - "I have altered the deal. Pray I do not alter it further."
Incarnation
Wed Jan 28, 2004 2:22 pm
#198

Actually if they take Holocrons out of the game, the economy should be able to handle the lower amount of resources coming into the game.



"I can not properly describe the wound Terrel's tone has opened within me: the way he says stinking Jedi tells me more than I want to know about what Depa has doen to our Order's name on this planet. It was not so long ago that every adventurous boy and girl would have dreamed of being a Jedi.

"Now their heroes are bounty hunters." --Mace Windu.
Oculus
Wed Jan 28, 2004 2:32 pm
#199


Thunderheart wrote:

Actually Im a big fan of the miner profession. I wrote several monster posts during beta and fought hard to keep it in the game way back when. Its something that players and devs want alike, but there is a really difficult balance issue to consider at this point.

Miners mine (go figure ). That basically translates into, "survey, place harvester" Sure, there are lots of other secondary skills that could be added to make the miner class more interesting, but their main focus is pulling resources from the ground. As it stands, there is as much resource pulling as the game economy can handle and in essence, its a redundant profession.

There are alternatives for sure, but its something that wont be considered until a lot of other current activities are completed.


Yes, I remember your posts and I agreed with most of them.

However, I don't agree that a miner profession would be redundant. The harvesting abilities in Artisan should remain more or less the same. Nobody wants resource prices to go through the roof. Yes one part of a miner profession would of course be the ability to "survey, place harvester" more efficiently, with additional lots for harvesters, increased extraction rates, reduced maintenence fees and off-planet survey droids ( did I just make up a new utility droid? ), but, a miner would also be a crafting profession, with the ability to experiment with and manipulate existing resources, refine resources into other resources and so on and so on. There are a lot of great sugesstions out there but you know that.

Maybe miner is just misleading, how 'bout Resource-Engineer

I do appreciate you taking the time to comment on it though, especially since it sounds like it might happen, eventually, in a galaxy far far away




Oku Kee'lus
Master Ranger | Master Carbineer

Dex1138
Wed Jan 28, 2004 2:52 pm
#200

Oculus, you're concept of miner sounds much better than taking it away from Artisan completely. It doesn't seem others have thought through how new Artisans would get their resources. Yes, there's sampling and we all know how much fun that is...



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Graelin
Wed Jan 28, 2004 3:03 pm
#201

WHY CAN WOOKIEES STILL NOT USE C12 GRENADES?


They spelled the certification wrong for wookiees which prevent wookiees from being certified and yet this is still not fixed since release?



Graelinn Eclipse Master Rifleman and CH
Resources, both harvested and mined available on the G-C-R Mining Inc vendor in the basement at 5915, 6391 (Elexis' Cafe -- Kadaara, Naboo)
druez
Wed Jan 28, 2004 3:36 pm
#202

I like the imperial crackdown. The empire was ruthless and if their own citizens were braking the law, they would of just executed or imprissoned them. Why would an imperial solider use equipment that is outlawed by the empire? I think the imperial players are whining way to much. Here is an idea? Don't use the stuff that is allowed by your faction....
druez
Wed Jan 28, 2004 3:39 pm
#203

that was supposed to read don't use the stuff that is outlawed by your faction sorry.
ObiQuixote
Wed Jan 28, 2004 4:18 pm
#204

Is Lithium owned by SOE?

The quality seems similar.

KaptainKrude
Wed Jan 28, 2004 4:23 pm
#205

I think that the Miner profession issue was hashed out enough in beta and for good or ill it's been decided. In other words, it's far too late now to remake the entire crafting scheme to accommodate it.


I'd sure hate to see the development time and effort eaten up by this, in light of all the other things on the table now.




NTyekanik CorrinoN
New Dawn City
Naboo

Spiglord
Wed Jan 28, 2004 4:31 pm
#206

Personally, Although I fully support the re-introduction of the MINER Profession, I would NOT like to see survey/mining capability taken away from the Artisan profession, just scaled back a bit maybe. I believe that every player should be able to hand sample a reasonable amount of resources for use in their everyday work, and even be able to operate a basic personal harvester.


What I disagree with is the ability of ANY player that has the funds, regardless of profession,to be able to own & operate a fleet of high-end heavy harvesters and pull up millions-upon-millions of units of resource..!!


CURRENTLY, LARGE SCALE MINING INVOLVES NO SKILL WHATSOEVER.


This is unrealisitic in terms of professional integrity. For example, to be able to make a high income as a WeaponsmithI needed to expend nearly 90 skill points to make Master, before I could build weapons that are worth selling. Yet I can make millions harvesting resources using almost no skillpoints whatsoever..!!


Just to illuminate the issue further, the same can be applied to almost every crafting profession available, such as Chef, Droid Engineers, Armorsmiths, etc. For some, success in MMORPG's is measured in by the number of credits they have available to them, so what sort of message are the DEV's sending when it becomes clear that it is more profitable to NOT follow a recognised profession if you want to earn credits..??Someone in this thread has already said that they do not take missions as it does not pay as well as mining resources. I fully believe that this is not only undermining the player economy but also the game mechanics...


As an experiment, I craeted a toon on a European server less than 3 days ago, and with very little effort have 10's of thousands of credits, multiple harvester and energy generators. I have more credits and assetswith this toon in 3 days than I had with my main toon after a month....!!


It is also unrealistic that I can open up any of mysurvey tools and see every single resource on the planet..?? This is especially dumb when you consider that the tool has a maximum range of 320m, and I have to get experience points in surveying to be able to get that max range...!! If survey tools were restricted to only show resources within its range, not only would this be more realistic, but it would probably engender a class of player that spent time finding waypoints for credits. Ultimately, the ability to locate more and more resources from a wider area could be a skill progression for the MINING Profession.


Again, it is unrealistic that I can operate high-end harvesting machinery with no skill investment required. I can just go to my local Architect & purchase 9 BER 13 heavy harvesters, (funds allowing)and plop them down on a 90% deposit of some rare resource, pull up 1 million units in 5 days, and make 3-10 million credits on the deal.


It's pretty obvious that there is something wrong with the game mechanics when an Architect will give away a BER13 harvester in return forthe first weeks worth of resources pulled while using it...??


THUNDERHEART - The issue here is not wanting to pull more resources, it is a case of restricting this 'free-for-all' by re-introducing the profession that was originally envisaged to BALANCE this. The SWG concept included the MINING Profession all the way into beta, and it is becoming apparent now that its demise has UNBALANCED part of the economy and the Crafting professions.


Instead of just fobbing us off with someoff-hand comment that effectively means it's too much effort for the DEV's to reconsider, how about doing what it is I thought you were there to do and actually research the issue.


Hey..... make it simple on yourself and create a MINING Profession thread in the 'In-Concept' Folder where it can get the consideration it deserves......



Spiglord Ka'la of Wanderhome
Founder of The CONSORTIUM [TCON]

Communicator
Wed Jan 28, 2004 4:43 pm
#207

I figured I would ask regarding the interior lighting:


Streetlamps placed in houses function as lamps at night. They light right up and look great for a big area. There does not appear to be any trouble with ambient lighting from them. And as someone already pointed out, torches are working great.


As a side note, there is an NPC house in Bestine (across from the museum?) that has fully functional interior lighting. The lamps in THAT house work and are identical to the ones we can make/use.


Why is it that a new feature (streetlamps) can be coded and placed into the game, but items which have been around since launch cannot be fixed? If lamps are problematic, why not eliminate them and have the team who created the streetlights create new housing lighting? A better question is why are NPC lamps working and not ours?


As interior decorators we would prefer the option of placing lighting where we want it, not just a generic dimmer switch. In some of the current houseslighting is already awkwardly placed. Simply making it brighter is not going to help.


Weappreciate your efforts to improve our game. Please understand that we want it to be as great as it possibly can be given the limits of current technology.


-Snoozie Twinkles-






::Snoozie Twinkles::
Imperial Colonel & Home Decorator

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Selling Faction Points: 120c per point
Proudly Serving the Empire since June 2003
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Sketh
Wed Jan 28, 2004 5:52 pm
#208







Thunderheart wrote:


Actually Im a big fan of the miner profession. I wrote several monster posts during beta and fought hard to keep it in the game way back when. Its something that players and devs want alike, but there is a really difficult balance issue to consider at this point.




Not all players want a mining profession.




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