Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 2-16-04)

cwhooks
Thu Feb 12, 2004 4:04 pm
#209

I've been tracking resources since the end of July on Bloodfin and
have all of the chemical, gas and mineral information. This amounts to
basically 6 months of information on resources... It seems to me that
after 6 months there should be at least a minimum stat level achieved
for a particular schematic. During this time it would seem that at least
certian minimum values should have spawned, unless of course there is
either somethign wrong with the schematic requirement, the resource is
not spawning frequently enough or the resource in capped incorrectly.
To make it easy to judge the relative value of a resource, I add up the
values of the required stats and divide by the number of stats to get
a number from 1-1000. It would seem to follow that a minimum for 1 and
2 stat required materials there should at least 700+ resource choice.
If you were to make that a grade, it would be a C. Since I'm a weapon
smith who only makes ranged weapons, I'll use the schematics I'm familar
with. Also note I'm referring to resource that have spawned on Bloodfin.
This inconsistancey with resource quality leads to situations where the
non advance weapon component is better than the advanced version, in this
case weapon scopes. It also leads to many examples where an advance gun
is only build with 50-60% eff, while a lesser gun built with 95% has a
higher damage and faster speed!


Also note that some of the schematic seemed to be switched.
Adv. Projectile Feed and Adv. Projectile Pistol barrel resouce
requirements should be switch to stay in line with the Adv.
Projectile Rifle barrel! Both the amount used and the type used
and the stats required heavily lends to this!


Another note, projectile feed mechanism provides less damage to a
weapon than a power handler, the optional damage enhancers for
projectiles is significantly less than the krayt tissues used in
power!


In () will be how many resources of that type that has spawned. Basically
teh number of choices avail. Example Corellian wood (>40). That means
that there were more than 40 different spawns of correllian wood over
time that has spawned and thus providing a choice to craft with. If the
needed stat of a resource is low and the number in the () is high, then
the resource needs to be changed or the schematic changed to take a
different resource! If the needed stat is low and the number in () is
low, then that resource is most likely not spawning frequently enough!
In most cases, gems and iron seem to spawn to infrequently. It seems to
me that over a 6 month period a resource should spawn 10-15 times...


Advanced Blaster Pistol Barrel
Rhodium steel best rating has been 234. (10)
Ryll gem best rating has been 612. (5)

Advanced Blaster Rifle Barrel
Rhodium steel best rating has been 234. (10)
Ryll gem best rating has been 612. (5)
Duranium steel best rating has been 633. (7)

Advanced Chemical Dispersion Mechanism
Carbonite Steel best rating has been 680. (8)

Advanced Projectile Feed Mechanism
Axidite Iron best rating has been 640. (9)

Advanced Projectile Rifle Barrel
Axidite Iron best rating has been 662. (9)

Advanced Projectile Pistol Barrel
Plumbum Iron best rating has been 523. (10)

Rifle Stock
Best rating on any wood has been 670. (>400)

Advance Rifle Stock
Best rating on any Corellian wood has been 471. (>40)

Acid Stream Launcher
Beam Rifle
DL44 Metal Pistol
EE3 Carbine
Flame Thrower
Rocket Launcher
Striker Pistol
Light Lightning Cannon
Best rating of any steel has been 685. (>100)

DX2 Pistol
DRX6 Carbine
Titanium Aluminum best rating has been 639. (8)

E11 Carbine
E11 Rifle
Power5 Pistol
Republic Blaster
Plumbum Iron best rating has been 518. (10)

Elite Carbine
Polonium Iron best rating has been 540. (11)
Ditanium Steel best rating has been 646. (8)

Heavy Acid Rifle
Ditanium Steel best rating has been 646. (8)

Jawa Ion Rifle
Scatter Pistol
Doonium Iron best rating has been 681. (7)

SR Combat Pistol
Plumbum Iron best rating has been 518. (10)
Neutronium Steel best rating has been 646. (14)

Spraystick
Chromium aluminum best rating has been 480. (8)

t21 Rifle
Polonium Iron best rating has been 540. (11)
Ditanium Steel best rating has been 646. (8)


Note that only 2 out of 35 ranged weapons, not counting CDEF, would
have a B rating. i.e. All materials used rated 800+. 21 out of the
35 weapons would have failing grades.


This is basically one third of the items that weaponsmith can make... I'm quite

sure that every other projession as well as the other 2 crafting trees in weapon-

smith have horrible resource gating issues as well!



Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
Helios51nv
Thu Feb 12, 2004 6:04 pm
#210


HelloI had posted a message about the Space expansion int the galaxies forum in the kauri galaxie titled space expansion it was my ideas for the expansion and what it should be like it was just supposed to be a beta test of the real post i was going to post in the open discussion for in concept but any developers please read it and reply to it with your comments i wouls really apriciate it. oh and please make the forum check the spelling and then correct it caus e as you may havve allready guessed my grammer sucks. in other words when we click on spell check ther should be an option to correct words like in microsoft word. well like i said please check the kauri galaxie forum the name of the thread is Space Expansion



Jason- Nezumi
Leader of Talyc Runi, Starsider
PuntaSur
Fri Feb 13, 2004 10:37 pm
#211

Here is a great concept for Smugglers, BHs, and possibly the upcoming space expansion:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=59311





PuntaSur - MBH/Ranger and Jedi of 2003
EMC2

baumjoe
Fri Feb 13, 2004 11:25 pm
#212

BIO ENGEENER
i would like to see more creaters for bio engeener's to make

bio engeenrs should be able to store people's clone data at the closest cloning station not including player citys but there has to be some downer to this so people still use the cloning terms like they have to be 2000 meaters away froma terminal or the bio engeener should get a 1 hour state downer or a tef this must also aplie to the bio engeener and the person storing clon data

bio engeeners need a specail schmatic like there is the ris armore or imperial prototype shield unit or
how there are special E11 carbines Bio enjeeners need a quest for rarer ass item they just need it almost evry crafting perfession has one be need's somthing for god sake we are the short cut for creater haderlers
we deserv some thing
PCgameGuru
Sat Feb 14, 2004 1:00 am
#213

TH...why do we have to wait for the shuttle? This is one of the most irritating things in the game, can't the wait be cut in half at least? So many times I run up to the shuttle and it flies away in my face. Couldn't we just loop the animation and have one shuttle fly in as soon as the other one leaves? I expect the space expansion may fix this promblem...I mean, nobody is gonna take the shuttle when they can just hop on their starship to do some planet hopping. But that's a long way off...can we get some shuttle wait loving before then please?



__________________________________________________________
Colonel Dominix Deathblow
<RAID> Chief Operations Director
Teras Kasi Master | Master Rifleman | Smuggler | Medic
Master of 11...and keeper of a silent holocron...

___________________________________________________________
Rez_Antana
Sat Feb 14, 2004 1:12 am
#214

TH,


I'm sure this suggestion must have been brought up somewhere before, but I'm going to chime in something a few friends and I were discussing recently.


None of us have gotten our Jedi character yet, yet we remain hopeful. After seeing some of the outragous blows to the economy with insanely high prices on rare items, the topic turned to force crystals.


I'm sure many will disagree (because they've struck gold with a get-rich-quick plan) - but we thought a good in-conept idea would be that only jedi characters could obtain force crystals, period. Whether loot-based, rewards from quest, or a forage-type system, we thought it would be a good idea that only jedi characters could detect or obtain an item necessary only to their class.


As for pearls, I'm not certain if they have any other use other than as a component for a lightsaber, so I can't really give an opinion on that until I have all the facts. But I am under the impression that a force-crystal has one use and one use only. Perhaps a quest system at login after a new fscs char creation, that after "discovering your abilities/destiny in the universe", you must proceed to seek the components necessary to create the one defensive weapon you will carry your entire life.


Well, just my 2 credits.


-Rez


Tensalis
Sat Feb 14, 2004 1:51 am
#215

A digital billboard terminal similar to the bazaar would be great. Maybe allow every player a limited and low number of advertisements they could post. Adds could be posted to various catagories, just like classified ads. Use the bazaar interface to filter info by catagory and region and the whole system of finding infomation becomes very simple yet powerful.


This could serve all the purposes in-game that newspaper classifieds serve in real life. Items wanted, vendors to check out, jobs offered, rare stuff for sale, mercenaries wanted, etc... Just the role-playing possibilities alone would be wonderful. It would decrease marketplace spamming and greatly increase player interaction. Think of the content this would instantly add!


It would also give all those non-merchants a place to post coordinates and ads to their stores. It frustrates me as vendor and shopper that, for every vendor on the world map, there are scores of unknown, mystery vendors out there. Vendors that may have cool stuff, but I can't find them without running around reading endless house signs.


This system would be best done in-game. The web forums are not a good medium for this. They don't have good data management and are too chaotic. Not everyone that plays the game goes to the web forums either.





----------------
Cowev Onun - Bloodfin. The Quenker Slayer 2000.
Also a 145th generation clone, drunkard, spice abuser, and pharamacuticals addict.
palladiumleader
Sat Feb 14, 2004 3:19 am
#216

Not sure if this belongs here, so I'll keep it short and simple. It's just an idea I had, one which people have probably expressed before, but if they have, I haven't read it. I recall one of the devs, I believe Thunderheart, mentioning an idea about adjusting the light level in houses. Well, I think that's a brilliant idea, and I think if it's going to be done, we should be able to set two different light levels for our houses; one for the day, and one for the night. So, if you have a bunch of streetlights dropped in your house, you can have the lights automatically dim at night and add a little mood lighting with the streetlights. This would be particularly useful in cantinas, where you could really roleplay a night life and have colored lights in the cantina like a night club.



Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
Zahid
Sat Feb 14, 2004 8:42 am
#217

i think a good idea would be to have the swooper faction actually ride swoop bikes...like a real swoop gang...and they could raid cities from time to time...like the tuskens, or imperial crackdown forces...they ride in on their swoops, hop off and attack at random. it would add a little bit of dangerand excitementto certain parts of the slums...
JorvenKain
Sat Feb 14, 2004 9:11 am
#218

Something I would like to see is NPC weapon and armour Repair shops where for a price based on remaining condition, you can repair your weapons and armour with no chance of having them fall apart and that doesn't reduce the over all condition of the armour. I don't know about anyone else but constantly having to rebuy my armour because my 98.812 armour repair kit causes a critical failure and destroys the armour is exceptionally expensive or you could make it possible to create perfect repair kits that never fail to repair the armour. It's one of the reasons I don't use any of the quest weapons or armour or faction armour I get they are just going to get destroyed and they can't be or are far to expensive to replace
Seth_Karrade
Sat Feb 14, 2004 9:20 am
#219

I would also like to see what the Space Expansion has in store for us. You guys have set a date, so you MUST know, or at least have a very good idea, of what's going to be IN it! And please, OH PLEASE, put some starships in other than the basic movie fare ships! I don't want to see EVERYONE flying a YT-1300!


MTFBWY, and groove.
Article57
Sat Feb 14, 2004 12:42 pm
#220

the "dreaded defense mod stacking removal" looming over the horizon got me thinking. maybe the problem isntso much that stacking is overpowered but that characters have 2 chances to avoid an attack.


here's a break down of how combat basically goes:

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

A. aggressor attacks

B. the attack is checked against defender's Melee or Ranged Defense mod

- if Melee or Ranged Defense mod check is made then round ends . . . no damage

- if Melee or Ranged Defense mod check is failed then round continues . . .

C. the attack is now checked against the defender's defense skill mod (Dodge, Block, Counterattack) [note: a SECOND chance to avoid the hit!!!! **edit**?]

- if defense mod check made then round ends . . . no damage [unless the attack was Block becuase Blocks are slightly differnt than the other evades . . . this is what got me thinking]

- if defense mod check is failed then damage is applied



why not try fleshing out the defense skills (block, counterattack, and dodge) before totally changing the system (ya know . . . add content instead of nerfing? crazy idea i know)


BLOCK- currently it reduces damage taken by half . . . let's leave this one as is for the purpose of this post and use it as a template for other evades.

by "template" i mean lets expand the other evades in the same manner as BLOCK. BLOCK is not simply a "ok, mod was successful . . . no damage carry on." /yawn

it has a flavor to it . . . it applies a variable to a successful hit and benefits the defender (half damage) w/out totally ripping off th aggressor (the hit does HIT!)


COUNTERATTACK - ok, do SW:G counterattack saves actually counterattack? NO they dont. why not just rename it TIPTOE or FANCYDANCE orrrrrrr . . . .

- an immediate default attack is applied by thedefender on the aggressor. i mean, that is the definition of COUNTERATTACK is it not?

thus we would see COUNERATTACKING proffesions retaliating against their asailants on the battlefield. a whirlwind of retribtuion.


EVADE - the coolest defense mod in my opinion becuase of the animation. but a lot of people dont like the animation becuase it disrupts them if they are running.

- well tough **edit** i say, if your able to completely negate attacks left and right then you're gonna have to pay for it by actually avoiding attacks left and right to the exclusion of everything else

- MY EVADE: the defender completely evades the attack (keep the animation!), loses his next attack cycle, and has a slight Melee/Randed Defense mod untill that cycle expires.

thus we would see EVADING proffesions dancing around the battlefield avoiding attacks, but losing some DPS as they avoid harm.


end note: these are just rough ideas i threw together. my main point is lets flesh out some of the lacking areas of combat before throwing in more timers, restrictions and nerfs around! i am not interested in replies that say "50% is too much or too little" or "i cant attack after i dodge **edit**?!?!?!". its the general idea of fleshing out the defense skills im proposing, not the specific ways in which it can be done.


so, please SoE, start using your heads a little (you know, the thing where your imagination lives) and add some "cool stuff".





Jahaka Quom, Ahazi Mon Cal [Master Smuggler / Novice Gunfighter / Teras Kasi Novice]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.
Accaba
Sat Feb 14, 2004 3:46 pm
#221

Dear Devs


I like the street from Wayfar to Jabbas Palace, I think (I'm not sure) but its the only street outside a city. Why are there not more streets. Maybee just one from one big NPC-City to an other?. The vehicles could drive a little bit faster on this street like "outdoors". So, the players would take the road to get faster from one point to an other. Maybee this will support the RP. Imagine what would happen. There would be some traffic, Houses and Shops would be settle there and not just notjust somewherein the "outdoors". (hopeflully :-)". I think, it would give the way from one city to an other a reasen to make it with your vehicle an would just look great.


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