Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-29-04)

acklore
Sun Mar 28, 2004 1:35 am
#196

i have a thought on how to make the bazar a little more useful. Make search engine, for ex. if am looking for avian meat I do not have to go threw 5 pages of organic food to find the avain and then that does not mean that I found the best deal cause it might be on page 6. I know you guys can do this, I played EQ for 4 years and wow when the bazar search option came out the market was worth somthing then. And money was worth somthing, unlike in swg 1mil cr is nothing in swg. Just a thought to make the game easier.



*****A'cklore Grimos*****

Ridger
Sun Mar 28, 2004 2:48 am
#197

I would like to suggest 2 things that have been suggested before, probably over here too, but I will post it anyway just because I personaly think these are changes that would make the SWG experience better for the players and game developers together.



Item storage of houses:

=================


Currently the item storage on houses is a bit weird in my opinion, taking the Naboo houses here as an example. The small round house costs 1 lot and holds 75 items, the small square housecosts 2 lots and holds 150 items, the medium house costs 2 lots and holds 150 items, the large house costs 6 lots and holds 250 items and the PA Hall costs 9 lots and holds 250 items.


Now it can be only me, but there seems to be something wrong with this, as I see it the best way to get as much items storage is to place 5 small square houses (10 lots and 750 items storage) for the minimum in maintenance costs.


I would like to propose to change the item storage to be related to the lot costs of a house. 75 items a lot, this wont change the small houses in any way and will encouragepeople toplace a PA hall instead of 5 small houses (which to my knowledge will improve server loading and backup, for there will be less houses to store in the database). Item count will stay the same as 10 lots will still give you 750 items as it does now as you place 5 small houses.

Secondly I would like to suggest to move the lot count of the medium house to 4 so it can contain more items or leave them as it is, depending on what the general players opinion is on this.

(If the lots are upped to 4, then give players who currently have a medium house an option to "upgrade" thehouse to the new item count if they have 2 extra lots free, else keep the house grandfathered on 150 items count till they have 2 lots free and been given this option, new medium houses will have the 300 items on standard placement)

Also link the average maintenance cost to the lots instead of the house, this way you will be paying the same in maintenance no matter what you place (currently 5 small houses will cost average 1920 credits a day, 5 medium houses, which have same lot and item count, 4080 credits a day and a PA hall which holds 1 lot less then 5 houses and holds only 100 items more, 2400 a day) My sugesstion is to let people pay between 350 and 500 credits average petlot per day.

To me the small house seems the big winner in all ways you look at it (besides the physical look of them) and I think that this should be changed to make other houses more attractive to obtain. Thus making the cities and planets perhaps less house cluttered and diverse.



Political voting system:

================


Currently the political voting system for mayor has some flaws in it as I see it, mayors can not resign and if a mayor gets missing in action it is hard for the citizens to take action against it. This is mainly generated due to the fact the mayor will keep all the votes of the citizens he got during the previous elections.

This include also the votes of inactive players (they have implemented a system that will clean out inactive players now after 6 weeks, so this might help a bit but not enough in my opinion)


I would like to suggest a system where the mayor will be voted in for a longer period of time, lets say for 1 month for example.

2 weeks before the end of his term all citizens will get an automated e-mail notification that during the current week all nominees for mayor can sign up for the upcomming election. (the current mayor will automatically join the elections without havingto sign up for the race)

1 week before the current mayors term end the signing in for running for mayor will close and all citizens will get a new automated message that they now got 1 week to vote for the people who have signed up for the political race.

All candidates will start with 0 votes in this race (even the current mayor) and the candidate with the most votes after the voting week will be elected as mayor for the next period. If only 1 person is running for ayor they wil be elected even if they have 0 votes.


To give the citizens power over an abusing mayor, the citizens can vote for a forced election in the two weeks of the mayors term (after which a new election cycle will start anyway). If 50% of the citizens vote for a forced election, the election cycle will be ran immediately. The current mayor will be stripped of his powers entirely during this period and will only be mayor in title until the next election cycle has been finished.


To let the mayor resign if they can not perform their duty, give the mayor an option to force elections, this will set in a new cycle of elections butwill also strip the current mayor of his powers (this to prevent a mayor to abuse his power to force an election and keep his powers when things seem to go bad for him and people are voting for a forced election).


Militia will keep their powers during a forced election period, new citizens will be able to join, however newly joined citizens during this period will not be able to vote (this to prevent people to join for a hostile town takeover). During the next period these citizens can vote as all citizens unless the new mayor removes them as citizens.


This idea might be a bit harder to implement then the house proposal, but it would certainly make the politics more interesting and will give citizens and mayors more control over their cities.


Please let me know what you think of these ideas (not everything might be new, but I think they are ideas that certainly will improve game enjoyment for many people).

Also I would like to hear comments and improvements on these ideas.


Thank you all for reading this!








Ridger - The licking lizard, licking his way through the galaxy! (Lowca)

Enrich Danziger - Guild Leader of BABE
Curator of the Babelon Museum (Naboo, 430 -70, behind the Babelon Shuttleport)
Owner of the Babelon Cantina (Naboo, 250 -5)
Master Musician, Master Entertainer of BABE, we also perform on weddings and parties, please contact your local agent! (Lowca)

--- SWG developers, are they the true nerf herders of the galaxy? ---
DawnTreader777
Sun Mar 28, 2004 3:55 am
#198






acklore wrote:
on that note of storage, I do believe that there should be a storage building that one can buy. Right now if you are grinding out a crafting skill your only option is to buy another house and use it.The prob here is that the houses do not hold anything. We should be able to buy a storage unit that holds atleast 200-400 things in it. I know myself I have nothing but meat, hide, and bone in my house and it is full. I had to buy another house just to put my things in. \#FFFF00PLZ PUT THE STORAGE BUILDING IN THE GAME. Or a warehouse or somthing. That way one can turn out alot of crates of somthing and have somewhere to put the stuff.






oh and you should mention that stuff STORED in it should remain more than 7 days. maybe even 30.



Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

Nutts
Sun Mar 28, 2004 7:09 am
#199

Please consider to add :


Factional Armor Schematics - Make armorsmiths able to experiment on the current factional armor like Stormtrooper/Marine Armor, the schematics could be purchased by faction points from a recruiter.


The important thing here is to make factional armor more appealing so more overt players will use it, this can be done by giving the armor better resists.Schematics would be a good way to increase the armor qualitywithout putting the armorsmiths out of business.


If this systemwas implented then more factional armor could be added to the game in the same way in the GCW Publish.


It would really make the game more star warsy if there were more people actually using the factional armor instead of both sides wearing the same outfit, Ialso think this will make people of the same faction feel more united and would inspire alot more people to RolePlay their character andby doing so adding new player made content to the game which again will bring more fun.






-RIP-Midran Medrian-RIP-
Killed in Action at Mos Eisley Starport
By the hands of three Jedi Sentinel's and four Jedi Knight's

bibliotequa
Sun Mar 28, 2004 8:58 am
#200

expanding on what woolfwood was saying, maybe let bases have a sphere of influence, say... foward ops 400m, detach hq's 800m or something, and when 2 spheres of influence overlap is when they form the battlefield, depending how many bases are within each other's field of influence, certain extra reinforcements will spawn every X minutes, maybe if you put 2 detach hq's next to each other or something, you can get special spawns (like dark stormtroopers for imps, dont know what the reb equivalent is, some guerilla ), and to view sphere of influence, type something like /SphereOfInfluence or something, and colors appear on the ground, orange meaning rebel, blue imp, and gray neutral, type the command again and the grass turns normal again
bylbok
Sun Mar 28, 2004 11:22 am
#201

Seeing how bugged and open to griefing the PVP is actually, i am mostly focused on PVE.


And there is a HUGE flaw in the current 'high end' PVE (geono cave/ krayts / goraxs / NS ....) NPCs don't have regen !! i know it is far to be totally impossible to code since we can buff secondary stats on pets.. .


Giving regen to the high end PVE will create more challenge than everysingle new dungeon you can add, it will stop soloer from killing the high end stuff (hi, it is a MMO not a solo game, soloing in pve is fine, but when you are soloing what is supposed to be high end stuff it isn't !)


They only need to give secondary stats to PVE, it will stop 'zerg' tactic, give a reason to be in a PA other than a crafting corporation, and not the less, will give a new job for CM that seems to complain a lot about their useless skills in PVE (perhaps they just do that to hide their overpowered status in PVP..), aka they will become debuffer, a CM will be able to disease constitution/stamin/willpwoer of npcs to block (or lower) their regen. In the same time CM will need to see their disease boosted and so suffer a dmg reduction in pvp, so without really nerfing them you give what the big time PVPer keep yelling for hehehe.


Regen is a must be for PVE, i can't believe it is still not in game.



I want regen in pve, i want difficulty the game is too easy, boosting npcs ham/dmg output do nothing but slow us at killing stuff, it is not what i call challenge, i call that a timesink.


You can add as many new dungeons/NPCs as you want it will never stop players from burning the content in no time, i see only 2 solutions to stop it, first is to give high end NPCs regen, second is to nerf everysingle profession / armor / weapon / food / doc buffs /spices.... No need to say that the second is likely impossible without lose 90% of the players left in swg (knowing this number beign allready a little low i doubt it is a good thing).





ps : as a smugler/commando i can solo krayts it take forever using feign death, but there is nearly no risk at all, and i can do that on everything (i have 30/40 acklay kills under my belt and many other big npcs using this same tactic). I never ever feel like i accomplished something special when i kill one of the high end npcs, regen will stop me from doing it (actually boredom stopped me from doing it hehe) but will also give me a feeling of accomplishement when me and my friends take down a krayt that regen like mad, we will need to use more skill to kill it (weapons procing diseases.. CM disease ... a strong tank or a rotation of tank, some back up healing and serious dmg output.... it will make it so everyone got soemthing to do) I am tired of this game being 100% newbie welcome, newbie do'nt keep this status for long anyways, so it is time to wake up and have this game become hard (at less the high end PVE, i don't ask for mad regen on gnorts ).




GIVE HIGH END PVE NPCs SOME REGEN !!


Just need to buff their secondary stats not like i ask you to totally redesign the game.




bylbok
Sun Mar 28, 2004 11:23 am
#202


Seeing how bugged and open to griefing the PVP is actually, i am mostly focused on PVE.


And there is a HUGE flaw in the current 'high end' PVE (geono cave/ krayts / goraxs / NS ....) NPCs don't have regen !! i know it is far to be totally impossible to code since we can buff secondary stats on pets.. .


Giving regen to the high end PVE will create more challenge than everysingle new dungeon you can add, it will stop soloer from killing the high end stuff (hi, it is a MMO not a solo game, soloing in pve is fine, but when you are soloing what is supposed to be high end stuff it isn't !)


They only need to give secondary stats to PVE, it will stop 'zerg' tactic, give a reason to be in a PA other than a crafting corporation, and not the less, will give a new job for CM that seems to complain a lot about their useless skills in PVE (perhaps they just do that to hide their overpowered status in PVP..), aka they will become debuffer, a CM will be able to disease constitution/stamin/willpwoer of npcs to block (or lower) their regen. In the same time CM will need to see their disease boosted and so suffer a dmg reduction in pvp, so without really nerfing them you give what the big time PVPer keep yelling for hehehe.


Regen is a must be for PVE, i can't believe it is still not in game.



I want regen in pve, i want difficulty the game is too easy, boosting npcs ham/dmg output do nothing but slow us at killing stuff, it is not what i call challenge, i call that a timesink.


You can add as many new dungeons/NPCs as you want it will never stop players from burning the content in no time, i see only 2 solutions to stop it, first is to give high end NPCs regen, second is to nerf everysingle profession / armor / weapon / food / doc buffs /spices.... No need to say that the second is likely impossible without lose 90% of the players left in swg (knowing this number beign allready a little low i doubt it is a good thing).





ps : as a smugler/commando i can solo krayts it take forever using feign death, but there is nearly no risk at all, and i can do that on everything (i have 30/40 acklay kills under my belt and many other big npcs using this same tactic). I never ever feel like i accomplished something special when i kill one of the high end npcs, regen will stop me from doing it (actually boredom stopped me from doing it hehe) but will also give me a feeling of accomplishement when me and my friends take down a krayt that regen like mad, we will need to use more skill to kill it (weapons procing diseases.. CM disease ... a strong tank or a rotation of tank, some back up healing and serious dmg output.... it will make it so everyone got soemthing to do) I am tired of this game being 100% newbie welcome, newbie do'nt keep this status for long anyways, so it is time to wake up and have this game become hard (at less the high end PVE, i don't ask for mad regen on gnorts ).




GIVE HIGH END PVE NPCs SOME REGEN !!


Just need to buff their secondary stats not like i ask you to totally redesign the game.




DaggSici
Sun Mar 28, 2004 12:01 pm
#203

just one thing

a filter on the mission terminals. to sort out direction i wanna hunt in and what i wanna hunt for. i spend 5 mins sometimes looking for missions drives me nuts. i have little playing time as it is, i think it'll make it more efficient
JennerCobrari
Sun Mar 28, 2004 12:16 pm
#204

...and just to keep the web developers over there busy, how about a "DELETE POST" and an "EDIT POST" for these boards? So you can get rid of accidental double posts or glaring copy/paste errors you missed.


Just a suggesstion, as every other forum site on the planet seems to have them.






Visit IMPERIUM RESOURCES -6900 4180 New Bergen, Naboo. Just a short hop from Theed.
Jonas_the_hunter
Sun Mar 28, 2004 12:48 pm
#205

An alternative proposal for droid/creature/npc certs...


Currently, only CH has access to using uber creatures in combat, high level combat droids do not exist because there's not a good way to implement them, and NPC pets are pretty worthless and restricted to faction-aligned folks. I propose to spread certs out for the different types of pets to the different combat professions. Each professions should include a cert for a pet that compliments that profession.


For Example:

BH - Would include a progression of Assassin Droid Certs, starting with a low level assassin droid at Novice and the highest level at Master.

Commando- Would include a progression or NPC certs, starting with low level infiltrators/special weapons experts and progressing to higher level perhaps even additional troops (more on this in a minute) at Master

Ranger - Would include a progression of Creature Certs along the same lines.

Squad Leader - Would include a progression or NPC certs, starting with low level foot soldiers and progressing upward


For the rest of the strictly combat professions, a series of pet certs would be attached to pets that would compliment their professions. Ranged professions would include certs for creatures or NPCs that would be better tanks. Melee professions would include certs for droids or NPCs that could provide ranged support.


This would give each profession another difference and another variable to consider when picking your profession.


For any profession with NPC certs, they would need to be balanced with creature or droid pets. I think you do this by adding a second callable NPC for these professions. As an example, lets say novice SL gets a cert for a Low Level Foot Soldier, in their first skill box they gain a cert for a high level foot soldier. What comes next? The ability to call both the low level and high level NPC. This gives these professions the feeling of having a squad or combat team without having to group with other players if they don't want to.


Now at the moment in order to gain access to NPC pets you must be facionally aligned. I propose the game delves into the underworld to fix this. Allow smugglers (currently the only criminal profession, you can argue BH too) to "recruit" (think creature taming) NPCs to sell to neutral players. This could also bring some of the lesser factions into play. If a smuggler is high in Jabba faction he'll have an eaiser time recruiting one of Jabba's thugs. If he's low, well don't even bother trying. Think of it as the smuggler hiring people into his organization, then giving them a specific job.


Maintain balance by allowing a Master in a given profession to only call 1 high level pet that is specific to his/her profession and 1 level 10 pet of their choosing. If a player has Mastered more than one profession, they can choose what high level pet they can call, but they could still only call one. You still need to balance a high level pet with a high level droid with high level NPCs, but it could be done.


There's still some questions to be answered for what you would do with professions such as CM, CH, etc.


Also, give non-combat professions a module cert or pet cert to complment them at Master.


For example...

Give Master Dancers a cert for an NPC backup Musicianthat perhaps speeds up the time for their buffs. Notice I didn't say make the buffs better, just quicker). You could do the same with Master Musician.

Give Master Smugglers a cert for a droid module that allows them to slice with 100% success with Clamps. (Still keep the slices random just remove the use of a tool).

Give Master Architects a cert for a droid module that allows them to see a map of the city and plan building locations.


I think Pub. 8 starts going in this direction, we just need to go further.


Spread the use of Droids, NPCs, and creatures throughout the professions. Add variety to what each profession will need. This would create a more diverse game visually (making it more like Star Wars), a more interesting game for players (do you want the IG-series droid that comes with BH or the Kimogila that comes with Ranger), and just more interesting. Plus it would allow you to introduce some content for smugglers (the mercenary hiring described above) and high level combat droids.


I know there's plenty that would need to be fleshed out in this...but I think I have the basic idea captured here.


What do you think?






---------------------------------------------------

Jonah Starks - Master Smuggler - Ghost Squadron - Tarquinas

Immikabukkec - Master Droid Engineer - Naritus - Retired


Arradry
Sun Mar 28, 2004 2:43 pm
#206

For the Vehicles... PLEASE!! PLEASE!! PLEASE!! Make it so 2 people can ride in a Landspeeder at the same time!


its so unlike the first saga to not let 2 people ride in a 2! person vehicle! please add this!


WolfwoodCross
Sun Mar 28, 2004 6:08 pm
#207

A good way to implement Language usage as something important ^_^


Make it so PC's only know Basic and their own races language, and cannot learn more.


Humans would speak only Basic, and Wookies would learn Basic. I know Wookies aren't supposed to speak basic, but there has to some give with this idea.


Then, make all racial NPC's speak only in their native tongues. This way, players would need to rely on each other to talk to NPCs. Homogenous race groups could also form, and using only their own language could speak "in code." Smugglers would now have a reason to have 100% Language Comprehension as an ability, and Protocol Droids could get a 100% Language Comprehension Droid Module.

Diem-Oro
Sun Mar 28, 2004 6:44 pm
#208

I was thinking of a few things that might help.

1. Apartments. I think that there could be virtual space to be rented in the major cities. No decay, just have to pay rent for a small room that would have a view. (yes I came to this game from Neocron


2. Drinking. With such detail being taken in all the different animations it seems a little awkward not to have a drinking animation. Drinking something would fill your stomach up and for the duration of the meter your character would be shown holding a drink and drinking it every few seconds. I think this would add a little bit more immersive of an effect in the cantinas. (and if you drink too much your character would become drunk and start falling over or stagger around while trying to walk)


Just throwing some stuff out there. Hope its not too off topic for this board.





Di'em Oro
Server:Radiant
Species: Twi'lek
Profession: Jedi
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