Development Cycle Archive
Thread: Publish 6: Released Wednesday Morning
Rolassk wrote:
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.
So now us Imps can buy a 95% chance of bypassing scans if grouped with another Imp? I guess us Imps can also now buy the ability to slice and make spice as well?
I'm sorry but comparing a possible small fine, or being turned overt can't be compared to 95% resist armor with 10 encumbrance. It's like a Pinto compared to an Enzo Ferrari.
I think most Smugglers would be happy to let Imperials make all the spice they want if it means that nobody else gets to move contraband, ie smuggle, ie actually do what its title indicates.
Moving contraband gives the SMuggler its title and its reason for being. Slicing, spicing, etc is all peripheral to the meat of the profession, which should be contraband movement. Too many people consider Smugglers mobile buffing units.
Slicing and creating spice are things that smugglers can do in this game.
Yet Smuggling is the very defining point of what a smuggler does.
I for one, would happilynever slice and spice again, if it meant that I was exclusively the class that got to smuggle, and be the best at it.
The first phase is for short term and those changes will appear in Publish 6. They are as follows:
- The permadeath system is being removed and changed to a skill revocation system based on deaths.
What happened to the promised perm death removal for jedis? Don't see any of that in the patch notes.
Anyone ?
I don't think you are ever going to get agreement over this issue as the viewpoint from a Smugglers point of view is totally polarised from those who see it from a GCW/General improvement in content, point of view.
Luckily, the Devs have a history of dealing with these kinds of problems.
This patch is probably about 'General content, the GCW and enticement to join the Imp faction'. The number of people it effects, for the better,probably outnumber the Smugglers by a wide margin. The devs are taking care of the majority first as a kind of utilitarian principle of the greatest good for the greatest number.
They WILL compensate the Smugglers for their loss but the priority was obviously given to improving content for the majority of players. Luckily, all Smugglers are in a position where they can most effect what the Devs implement in the near future.
CH had their profession downgraded when Imps where allowed to use AT STs in PvE. The Devs fixed it, just like they will fix this. I'd suggest Smugglers save your energy and get creative over what new skillsyou want toreceive in compensation.
Over 600 posts in in-concept of ideas for smugglers. Many of them helping to decide a system of legality. Heck my sig revamp ideacontains one that is over 30 pages in Word in length.
We have had a long, long time to stew over this, and then we see this happen...
Well, as for listening to us, it's pretty sad when I have 10 posts of idea under In Concept, and about a week later, TH pops into my thread on the Smuggler forum where I have a copy of it, and asks me to put it in theIn Concept thread.
It was a kick in the teeth for sure. Lol.
Orange electricnomad:
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.
For one thing no one knows how high a rank of an imperial you need to be. Myself I am a warrant officer I, I expect that I will be scanned unless I am overt. Being overt of course carries its own risks and possible rewards (the loss or gain of fps)
You say how does escorting someone count as smuggling? Well in the movies (this timeline to be exact) the ONLY smuggling activity we see is Han's smuggling of luke, ben and the droids. I would not call it escorting, more Smuggling people through the scans than escorting.too bad the devs cant make it so the smuggler gets to carry everyone in his groupin their backpack (we can carry pa halls why not 19 other players lol)
About being scammed, well, the profession is a smuggler.... They can scam people all the time, Here I'll open your container for you (takes out any crystals or other valuable item drop in a 1 unit sample of ore in its place here you go bud). Oh you wnat a slice sure thing... Here is a 35% weapon slice, 3500 credits please or whatever the going rate is you get the weapon back and its a minimum slice if any) sorry man thats what it said... make a csr ticket (*snicker*)
What I think most people are failing to realize is that the Empire is the duly empowered government (thankyou JarJar) and the rebels are terrorists. Life SHOULD and must be difficult for the rebel. Their running around theed and bestine overt without fear of reprisal may finally be put into check. And if you happen to come out of the starport and get scanned being a covert reb without master smuggler either grouped or being one then you will most likely be forced overt and get killed.
Now the skill point argument has been made for MANY professions. Why is it that prof 1 gets more powerful attacks/defenses than me, it costs me 225 skill points to get master in my prof. It is a tired argument that doesnt hold alot of water. As a former master pistoleer and a smuggler dabbler at present I can say that smugglers are overpowered for their skillpoint investment plus you get to turn trash into gold because spice doesnt require good resources to make.. you can take the crappiest resources in the galaxy and charge 50 cpu for a case of muon. You can slice mission terminals for nearly double payout of missions and now you can fleece people for the smuggling of their goods through scans... jeepers sounds like you guys get a helluva lot of bonuses without alot of drawback.. hmm master commando/master smuggler last ditch with a powered up sliced launcher pistol is another thing that comes to mind that is overpowered. but we dont really need to go there now.... ![]()
I didn't hear it when I was testing in Kaadara for contraband scans, etc.
Would have been a nice touch but I never heard it that I can remember.
StarRunner wrote:
For one thing no one knows how high a rank of an imperial you need to be. Myself I am a warrant officer I, I expect that I will be scanned unless I am overt. Being overt of course carries its own risks and possible rewards (the loss or gain of fps)
This is true.
You say how does escorting someone count as smuggling? Well in the movies (this timeline to be exact) the ONLY smuggling activity we see is Han's smuggling of luke, ben and the droids. I would not call it escorting, more Smuggling people through the scans than escorting.too bad the devs cant make it so the smuggler gets to carry everyone in his groupin their backpack (we can carry pa halls why not 19 other players lol)
Also true, people can be considered cargo. look at the Mexico/USA border...
About being scammed, well, the profession is a smuggler.... They can scam people all the time, Here I'll open your container for you (takes out any crystals or other valuable item drop in a 1 unit sample of ore in its place here you go bud). Oh you wnat a slice sure thing... Here is a 35% weapon slice, 3500 credits please or whatever the going rate is you get the weapon back and its a minimum slice if any) sorry man thats what it said... make a csr ticket (*snicker*)
We could, but many smugglers are very clear on the fact that being a smuggler, does not mean you are a thief. Try accusing smugglers in general of being thieves on the forums and you will see a new form of hell break loose
As for slicing results, well thats easily checked with math.
What I think most people are failing to realize is that the Empire is the duly empowered government (thankyou JarJar) and the rebels are terrorists. Life SHOULD and must be difficult for the rebel. Their running around theed and bestine overt without fear of reprisal may finally be put into check. And if you happen to come out of the starport and get scanned being a covert reb without master smuggler either grouped or being one then you will most likely be forced overt and get killed.
No argument. Good. GREAT! Bring it on. Yet not all smugglers are rebels. So try not to lump as all in on that
Now the skill point argument has been made for MANY professions. Why is it that prof 1 gets more powerful attacks/defenses than me, it costs me 225 skill points to get master in my prof. It is a tired argument that doesnt hold alot of water. As a former master pistoleer and a smuggler dabbler at present I can say that smugglers are overpowered for their skillpoint investment plus you get to turn trash into gold because spice doesnt require good resources to make.. you can take the crappiest resources in the galaxy and charge 50 cpu for a case of muon. You can slice mission terminals for nearly double payout of missions and now you can fleece people for the smuggling of their goods through scans... jeepers sounds like you guys get a helluva lot of bonuses without alot of drawback.. hmm master commando/master smuggler last ditch with a powered up sliced launcher pistol is another thing that comes to mind that is overpowered. but we dont really need to go there now....
Yes, some people do things better than other classes and fill differant rolls concerning skill points. What I think you would object to though, is if you were not allowed to fire a pistol as a pistoleer unless you were a certain faction rank then make their skill mods even better than if you had master pistoleer.
A stretch I know, but it is the class defining skill of the pistoleer so having to do that is rediculous, the same applies with smugglers and smuggling. It is our class defining skill so it should not be taken away by a faction rank.