Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

Vicu
Sun May 16, 2004 10:05 am
#209


BOTHAN SKILL BONUSES


...are pretty weak. I was just checking over the charcter creation part and it seems all other species bonuses are substantial while bothan species bonuses are only useful for rangers.


Could we ever get some spy related bonuses? Slicing or weapons bonuses? It would make more sense. exspecially in addition to the weak 2 we already have.



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Vicu Bro'lya - Master Pistoleer, Master Fencer, Master Explorer, Rebel Colonel and Ace Pilot
Gasara
Sun May 16, 2004 3:06 pm
#210


I have a few ideas:


1. My first one is a HAM/Skill points trade off. On the stat migration screen, you should be able to exchange stat points to skill points; for example, you could 'buy' skill points, at a rate of 50 HAM points per one skill point, or something like that, and vice versa... so a crafter who wanted a few more skill points could give up some of their HAM points they might not use often like, strength, and action... and on the flip side of that, say a BH, could use some of those extra skill points after becoming a MBH to improve their HAM stats. Obviously there has to be a maximum, otherwise it would be unbalancing having a super crafter who can make almost anything.


2. Vehicles: I would like to see the introduction of new vehicles (as would everyone) as it's a bit boring to see everyone using the same vehicles... also, I think that customisation should effect the speed of the vehicle. It seems fairly pointless having a swoop bike race when all the bikes go the same speed... and also perhaps lower the speed of the vehicle on par with it's condition.

I think when the new jedi system is introduced, dark jedis should be able to ride a sith speeder (Yes, I know dark jedi and the sith aren't the same thing :smileytongue, like the one Darth Maul uses in Ep1. And also fix the bug where my vehicle unfixes itself sometimes, after I've just repaired it.


3. I think there should be an armour rebalance (as has been suggested previously using light, medium, heavy certs) as it's kind of annoying seeing virtually every combat focused played wearing composite armour...


4. Let us drive AT STs as vehicles. I think that would be a fun thing to be able to do as an overt imp.


5. Have more variety in the Jedi class... so you could have a jedi healer... or a dark jedi marauder.


That's just my two pence.


Joveie
Sun May 16, 2004 4:47 pm
#211

I got a new subject:


We on Infintiy (well Barrahoth should get the credit) were having a chat. Basically we think that there are a couple of things we would really like to see in the game.


Firstly that you can make/buy holsters and scabbards for your weapons. so instead of storing them in your inventory you have them visably at your side ie poistols on side, sword at side or on back, rifle on back (or on your mount!) etc


Secondly I was thinking that it would be really cool to be able to wear large cloaks/robes/jackets over your composite


Those two ideas combinded could look well cool! and make it alot better customizing you character







Khaan - Subscription Canceled
Joveie - Subscription Canceled
Everquest 2 - Subscription Canceled
Never Playing a SOE Game Again
Gasara
Sun May 16, 2004 5:18 pm
#212

I've just got a few more ideas:


Being able to fire weapons from vehicles... like with mounts... obviously with high inaccuracy.


Being able to have battle droids from Ep1&2 that you can equip with different weapons.


Kaloman
Sun May 16, 2004 7:54 pm
#213

It's been a while since my last post but there are some thing's I've been thinking about. I'm sorry if this post seems long.


First, for those of you arguing about Teres Kasi. Teres Kasi is a martial art form. It means Steel Hands. Anyone who has studied any form of martial arts knows that while it only takes about 2 to 3 years to become competition ready, true masters devote their lives to the study of the forms and ideals of their skill. I would now like to re-suggest the idea of Ultra-elite professions. TKA seems to me to be one of those professions that is just that focused. I think that there should be a different step between brawler and TKA. Something more basic like karate or boxing. Then those should break down into more focused forms that are often steeped in mysticism like kung fu, tai chi, or teres kasi.


Something that has bothered me from the beginning is that most of the galactic species don't have a homeworld. To be prefectly frank, I would have prefered to see Mon Calamari, Ryloth, Rodia, Trandosha, Iridonia, Botha, and Kashyyyk, than Dathomir or Endor. I also would have liked to see other well known places like Kessel, Elrood, Coyn, and Bespin. And while I know that JLS isn't out yet, I would have liked to see some spacestations, they would be all interior areas but places to go no less. I would like to see Zirtron's Anchor, Darknon Station and Dravian Station. Thats 14 other places that one could go.


Kessel, being a prison world, brings up a couple of ideas I would like to see worked out for BHs. First is, bounties on players other than jedi. Why can't a faction place a bounty on regular players, for lower level BHs to take. Once a player get's a bounty placed on them, then it stays till one of too things happens. One, a BH collects on you, then you are bounty free unless you do something to warrent an even larger bounty to be placed on you (that would get you a new bounty). Or two, you do something to get a larger bounty placed on you and the new bounty replaces the old bounty. This would give more immersion for all players, and would also prevent bounty farming. Second is, live captures. While I understand that has the potential to upset some players, there are just some things they need to get over. A live capture would then be sent to some prison-like location where in order for them to leave they have to work on an escape plan. Also while there they wouldn't be able to just send tells to their friends saying, " Hey, come over here a pick me up." They should have find a way to get their hand's on a datapad and have a message smuggled out, or figure out how to slice into a communications system to try and send a coded message to their friends.


I would like to see some of the more important NPCs be more visible. Imagine you're walking around Coronet doing some shopping when all of a sudden two platoons of stormtroopers come marching around the corner, lead by this large menacing guy going, "kohhhhhh,kuhhhhhh, kohhhhhh,kuhhhhhh" Yes Lord Vader himself. Imaging now you're a padawan, and you see that. You should run your tail off cause if he notices you, he's liable to whip out his lightsaber and dice you. What about Boba Fett. He's human. He needs money, He's a bounty hunter. Why couldn't he periodically take a player bounty. Imagine the bragging right you would have that Boba Fett chose YOU!!!!


I was thinking about the surveying skills and I got to thinking that there needs to be more to it. Two good elite professions for it would be Miner, and Landscape Artist. I've seen the miner described, but that LA could have the ability to alter the terrain with in city limits, remove trees and rocks and make ground that can be built on that wouldn't be otherwise. They could also be the ones who make all the gardens and other similar features.


Two other professions I would like to see are Chemist and Pharmasist. I've posted the chemist idea before and won't go into the details now but they would have the ability to mix minerals, liquids and gasses, to make other compounds and alloys. I know that Pharmasists and Doctors are not exactly one and the same. The Pharmasist would be good to make the really strong medicines and drugs that Doctors and CM use.


I noticed there is some call to have the max number of player cities decreased on all of the planets. I think, that isn't necessary. Currently the planets are only 225 square kilometers. I checked a map and found that the city of Seattle covers almost all of that. Just imagine what Los Angeles, New York, London and other similarly large cities would be like. I would suggest increasing the planetary area to something more like 900 - 2025 square kilometers. That would give lots of space to do more. Players could have more than 10 lots,cities could be larger, buildings could be larger. With all that space you could make the space ports larger with more landing pads. NPC cities could be subdivided into districts.... you would simply have alot more to work with.


As for all of those currently decorative buildings in the NPC cities. There needs to be mroe function with them. Maybe some of the towers have apartments in them of various sizes. Players could rent them (pay maint) and use them just like a house. NPC shops of various types that could be used to employ players, particularly lower level players, to get them the resources and stuff they need to progress their skills. Maybe the NPC's could purchase the needed resources from players to supply their player employees.


Well, since this is the third time I have tried to submit this post and I'm getting a little tired of typing it out, (you would think I would have learned to save it first). I'm going to bring this to a close.

Feel free to PM me if you have any questions. Perhaps tomorrow I will post my thoughts about the Star Wars-y feel.


Raynor Talos. Gorath: Thune, Dantooine
huntr
Sun May 16, 2004 8:41 pm
#214



Iwill agree, the planetary maps need to be increased by at least 2-4x. Speeders made the world feel much smaller. Limit number of player cities but allow them to grow bigger like npc cities. The apartment idea is very good alternative. Would be cool if we can get a planet that has some snow just for some different scenery.


Creature Density - this is the biggest concern for me. Those of you that were around since Day 1 would know what im talking about. The spawns just are not the same as they use be, very little to kill. Put spawns back to pre-nerf settings where it took some skill and strategy to move around on lok or dantooine (as overt imp) as well as the other planets.I rather be mobbed by npc's and/or creatures than bored to tears running around looking for something to kill. It makes you a more skilled player when you can handle heated situations like that, also adds a bit of realism and of course fun


Increase planet sizes and it may be possible to allow ships (space expansion) to fly over/land in realtime on planets.





IGN: Ca'
SrinKnorei
Sun May 16, 2004 9:31 pm
#215

i was just laying in bed after waking up from a nap, and i was thinking about weaponsmithing in terms of the new deathbunker minipublish that is coming up, my boyfriend and i are both teras kasi artists and he is a weaponsmith also. i was thinking it would be neat to be able to reverse engineer loot in order for players to be able to make even more superior weapons. for instance, take a nightsister vibrolance, take it apart, grab the vibrounit and use it in something else in a vibroknuckler or vibroblade.


so, here's to reverse engineering!





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nix46
Mon May 17, 2004 2:05 am
#216

i thought about this the other day. it would add alot more to the game if players could be held prisoner by certain delegations. for instance say you've been wondering around the outskirts of tatooine when a group of hutt members attack you and instead of deathblowing you you are warped to a hold facilty were you are forced to fight for jabb's entertainment. it would adsd alot to the game and add more realism to the game. say if you are taken to an imperial prison, things like jail breaksand prison escapes could be implemented to. well just my 2 cents.



(Ahazi)
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" I Live, Fight, and Die for the empire! "

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" Damn wookies... i hate wookies"



Kaloman
Mon May 17, 2004 5:22 am
#217

Ok, here is my next post. Which could possibly actually be kind of short (depends on if I get a head of steam I guess).


I promised I would comment on the Star Wars-y feel. To start with, I'm going to say that the rebellion is the underdog. They are under-manned, under-equipped, and under-paid. The reason the rebellion has members is it's goal to not be governed by a careless government, (i.e. the government doesn't care about it's member worlds and citizens) Kinda like when China was under the rule of General Tao. He cared so little about the country and it's people that he would have people killed just for having a similar hair style as his. Anyone who did a good job was considered an opportunist and could possibly consider taking over the country someday, so they were imprisoned and/or killed just for that... The empire works much the same way. Every officer will cheat and lie to benefit them selves, get rid for young upstarts and not give a tinkers cuss for the struggling commoner. That being said, I have noticed that alot of the rebel missions are not actually like what they should be. The rebellion just doesn't have the people to send an entire platoon of people to sabotage one starship (corellian corvette.) At best the rebellion would only be willing to sacrifice 4-5 people on such a mission. Further, most of the rebellions missions are meant to be quiet and secretive, utilizing highly skilled people. The rebellion has had to do so much with so little for so long, they are practically qualified to do anything with nothing. For what I see of the imperial versions, they make complete sense. Rebels on the other hand, should have to do some improv to succeed. Perhaps they have a slicer in the group. They could try to sneak their way upto the bridge, slice the navigational system and lock in a course that would crash the ship into a nearby planet or star. Or, they could try and work their way to the main power core, set a bomb there, then split like a banana before the timer goes.


Kinda what I'm trying to say is, there doesn't seem to be much that can be done by a 1-5 person team. I know that I, as a rifleman, have so far been unsuccessful in doing any of the missions from either the terminals or the themepark folk on my own. Part of that is the rediculous HAM for the standard imperial engineering cadets, and the like who also seem to be near masters in all forms of combat, (trust me I got et by a cadet that tooled me with a pistol, carbine, rifle, vibro-axe, vibro-blade, heavy sword and his bare hands all in the same fight, and STILL had over 1500 Mind pool after 3 successful hits with a DLT20A.) I don't know what's in the works for the combat revamp, and maybe things like this will be fixed. However, maybe they won't. I understand the desire to want to give a challenge, but that can be just as easily done with a crap load of people with normal stats as with one guy with way hella ugly stats.


As for PvP. I had some ideas after reading someone say that what was needed was PvP goals. It made sense, and I realized that there is a game that did exactly that, and the PvP areas are always full of people. DAoC has fortresses that give bonuses to the keep holders. That made me think. What kinds of things would be tactically desirable. Well, How about a weapons factory. A big one, covers about 1000 square meters, something about the size of the secret rebel base. All weaponsmiths for the faction that is in control of the factory get bonuses to their WS skills, experimentation, everything. Maybe the WS have to do their work there at the factory,but that would give some reason for the opposing faction to want to take it. Do the same thing with an armor, droid, vehicle, starship (after JLS) factories. Perhaps you could block "tells" across planets unless the factions had control of communication towers, not like the little one from Act 2 but big ones with big dishes on them. Have one for each world, then communications could only be done to and from towers that are owned by the same faction.If the live capture was implemented for BH (which I forgot to note that the live capture would still be a choice made by the target, not the BH. The target can always chose to run or fight) then this could also be done with prisons. How about power stations, all members of the faction that is in control of the power station on a planet (say Dantooine) get a discount on all of their maintenance costs on that planet. Same could be done with a special medical facility, (I leave out an entertainment facility simply because I don't really see that as a militarily advantageous target but I could also be wrong, and it could be done) How about a "Supply Depot"that would cause all harvesting work ("scout" harvesting included) to have better results for all members of the faction that controls the supply depot on that planet. What about possibly a combat training academy or facility, that would have all combat trainers who will teach for half price to members of the faction in control of the facility, or better ALL combat trainers on that planet would do that. And finally what about a transportation command center, the faction in control of that would cause there to be NPCs for that faction patrolling all of the starports on that planet. Some of these you wouldn't want to have too many of. Possibly only one for each of the crafting factories spread across the galaxy. But you would then want several power generators, a couple of supply depot's, and a comm station on each planet. That would give the factions to be in constant struggle for control of something that benefits them.


Yesterday I posted several ideas on how to make good use of the buildings in the NPC cities. Now I'm going to give you ways to draw people to player cities. Currently the reason a person goes to a player city, is to get missions from it (cause they pay more) and then promptly leave the city to do said missions. What you need to do, is create structures that there can only be one of on any planet and they must be placed in a player city. I've posted this idea before but I just want to pitch it again and would like to hear what people think. How about things like this.... A medical university. The university comes standard with ALL trainers for every medical field (medic, doctor, cm...) and those trainers do NOT count agains't the city's trainer limit. It also has special bazaar terminals that can be used to purchase material components for medical crafting only AND they can retrieve them from across the galaxy without having to travel. It also has public crafting stations that are better than the ones that are found in any of the NPC cities. The same can be done with a technical school for all of the engineering professions, with similar amenities. Likewise with a vocational school for chef and tailor, a combat school for all of the fighters (which could be broken up into two schools Melee and Ranged). How about a special landing pad for smugglers that allows them to avoid imperial patrols at the more conventional starports. Maybe a bounty hunters guild that pays more for BH missions. The long and short of this paragraph is, there needs to be something that gives a REALLY good reason to go to a player city other than the current incentive. Probably the only other thing I can think of that will help pull people to player cities is allowing metropoli to have a starport.


That reminds me I would like to suggest that there be more than just 5 levels of city size. As I recall, most maps have 8 -10 different city scales, ranging from small towns of < 1000 people, to Metropolis being >2,000,000 people (please note that the stated numbers for city populations are for RL cities, not SWG cities, that would be rediculous). I don't actually have a map to look at right now or I could be more specific, but again, that is what I would suggest. Then have it so that there can be only one player metropolis (size 10), 2 upto size 8, 4 upto size 6, 6 upto size 4, 7 upto size 2. That makes for upto 20 cities on any one planet, but only one city has a starport (3 if you're generous enough to allow size 8 cities to have starports) and have three cities that can utilize the special buildings from the above paragraph.


I must say I am happy you have started work using instanced zones with the Corellian Corvette missions, but I really would like to see more. Those three missions per faction just aren't enough, there needs to be more, and different styles and different settings. Please if you can try to expand on that alot as fast as you can.


As a personal note about the combat rebalance. I would just like to say that 90% resist to all damage types is ludicrous. Never should that be. In RL armoris meant to keep you from getting dead, not making you almost totally impervious to having a grenade go off at your feet. At best, and I mean at the hardest, and most experimented best, armor should only have upto 50-60% on just a few types of damage, about half that fora few more damage typesand still have some vulnerablities. Through out history there has been a back and forth tug-o-war between weapons and armor. As better weapons come out, better armors come out. As better armors come out, better weapons come out. Realistically this takes years to do and the fight is endless. Every piece of armor needs to have a weakness, and there should always be a weapon that can exploit that weakness. Unfortunately I have not seen this to be a trueism in SWG, (since I have seen 90% resist to all damage types composite.) But I have never EVER seen a new weapon type that has a damage type that has never been seen before. Please, in your re-balance, take a hard look at this. If there can be better armor, there needs to be better weapons.


Well that's all I have for now. And well, I got that head of steam I guess and this one turned out long like every one before it. Again, please if anyone would like to make a comment feel free to do so here or to PM me. I do like to have clean clear discussions about things like this.


Raynor Talos, Gorath: Thune, Dantooine

Mor-Dan
Mon May 17, 2004 1:02 pm
#218

We need another pass on some other things too, otherwise there will be a couple of professions out of work:

1. I know CH's don't like the fact of people who aren;t CH's being able to control large pets and neither do the Devs, but what purpose is a CH anyway? They are worthless in PvP, and almost equally as poor in PvE combat. I don't think non-CH's should be running around with 3 rancors like back in the days of launch, but with these new watered down versions of pets, i think the CH level handled by a non-CH should be increased to allow a CH some sort of profitability now that an animal mount is pretty much obsolete.

2. Architecture needs an actual decay timer. Maybe not houses, because it would definitely be a pain to have to "move" every 3-6 months. Harvesters and factories, however, are a different story. These should have components like the new starships will. pieces that get used up and have to be replaced. I am totally against any new loot. There is too much loot in the game already, and I am a long time complainer of how terrbile the loot system is because nothing ever drops. Ore mining units, MFG units, and the likes can all be made to be decayab;e items that must be maintained, and replaced. Eventually, the factory or mining structure itself should decay to a point it must be replaced with a new one. Every 3 months (90 days) seems like a good round number. This saves the third profession in danger of extinction.

3. With the widespread use of non played character lots (cross server trades), the resource seller is also becomming useless. even more so is the fact that no grinding will need to be done to reach a FSCS anymore. The two major buyers from resourcers were grinders and architects. Quality plays such a huge role in weaponsmithing and armoursmithing that they can't really use a bulk resourcer unless the only thing they mine is high quality stuff, and this stuff is gathered in such great numbers that even the lesser quality stuff is rendered useless. I know a WS who has a plentiful supply of all the "best ever" resources to ever spawn in the game. Unles a new server best pops up, he doesn't need to buy anything. Same goes for one of the most successful armoursmiths on my server. An architect doesn't need all of their supplies to be top notch, just key components and final assembly. They need something collapsable or their will come a time where there is nothing they will need to buy.


These three professions are endangered through lack of vision. They never should have come to this point, but they have. There are two or three vendors left on my server that still deal in "bulk resources", but they don't sell as quickly as they used to because there are fewer buyers. The increased amount of "quality" loot has many saving their pennies to buy that next DoT weapon someone auctions. The tables haven't turned on anyone, the names have just changed. The richest people shouldn't be the ones who gather the most loot. This sends a negative message. It also should be two professions that are the most lucrative. Chef can become a third, but a tailor, a droid engineer, and an architect should all be able to be in that same class. a resourcer and loot seller should be a middle income type of profession, but instead the resourcer is becoming extinct and the loot seller is one of the highest paid professions in the game. there are several imbalances in the economy right now that may not show up, but they will soon enough if nothing is done.

dang... i feel like i am talking about Social Security.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
white96cobra
Mon May 17, 2004 2:01 pm
#219

Was Havela meant to work for combat medics as well as doctors? With havela it will take a combat medic 12-15 seconds to poison and disease every primary and secondary stat. There is no way a doctor on havela could keep up with this. Especially ifa combat medics arsenal includes venom. I realize that all issues will be addressed with the combat balance but this to me and many others needs to be addressed asap as it is clearly over powered. If havela is meant to work with combat medics then please please add area mind stims to a combat medics list of products. It can't be that hard, storm troopers drop mind damage stim packs quite often so the data is already there in game it just needs to be placed in our schematics.


Thank you for your time.




Ariodea Runningwave
|DS| Master Officer
Dying with grace since 2003
Ivanhae Runningwave
Master Tailor
Proprietorof Senia House of Style
-523, -4127 Senia Naboo | Accepting custom orders.
Kaloman
Mon May 17, 2004 3:39 pm
#220

I'm going to give my thoughts about what Mor-dan had to say.


The idea about having factories and resource harvesters decay is, well, a good thought-seed, but not fully thought out. At current factories and harvesters do have a decay, but that is held off by paying the maintenance cost. So, I'm going to expand on his idea to possibly the whole plant. For factories I would suggest this. Make them actual buildings. Not just big "things" that you can just walk up to, but structures that you can walk in and explore. The building it self will not do any of the manufacturing work, but will still need to be paid maint. Inside the building you put manufacturing equipment. This equpment doesn't have a maint cost, but has parts that wear down and would require an engineer of some type to come a repair them. In this way both needs are handled, and further all of the equipment must be in working order AND the building maint must be paid up, to have the factory actually produce products. As a tie in, you could have the equipment damage rate be affected by the malleability of the material that the machine is working with. Also, only one factory will be needed to produce a product from scratch. So, for example, a guy has an armor factory, and he has it manufacturing Ubese armor. There are several production lines making different armor pieces (one makes helmets, another makes vests...) On line one, he is making vests. There is an armor segment machine, a fiberplast panel machine, and a reinforced fiber panel machine, then there is the chest peice machine. Each machine works just like one of the current factories does (put in schematic and necessary parts and turn on) But how this works is, the first three machines make their parts and automatically inserts them into the final product machine that just waits there till it has all of the materials it needs. (wow this got really big all of a sudden) As each machine works with it's resources, it decays a little bit (a very little bit) with a decay modifier based on the malleability of the resources it's using.


Resource harvesters could work similarly to the manufacturing equipment, but will still need to be paid maint. I would decrease the maint cost, and allow parts to wear out on them for replacement. Yes I understand that, for the Devs, these two ideas create a lot of work, but it does make alot of sense and keeps those engineers busy


As for the death of resource gatherers... I agree,and the whole reason for it is, there are only thousands of players on each server. In the real world there are billions of people, so there will always be a need to have resources, that is why cars are tolled out by the hundreds every year. On average, Americans buy a new car every four years. So there is always need for replacement. I suggest that, to keep the engineers, architects, and others who produce objects, in business is have equipment of all kinds, (armor, weapons, vehicles, clothes, etc) instead of losing some of their condition that can just be repaired, have their max condition decrease as time goes on. A speeder with a max condition of 15000 at creation. As it gets used, time goes on etc. it's max condition slowly decreases. What should be in a game that has maintenance professions, is the need to replace things. In RL things wear out and just can't be fixed anymore, so we just get rid of it and get a new one. Same should go for SWG. But I must also say that some things in the game decay too quickly as they are now. I shouldn't have to fix my speeder every three hours cause it's about to blow up. Using speeders as an example. If it isn't getting shot at, run into things at full speed, or any other such technically traumatic event for a machine, should probably last about a year in RL. But when when they are suffering that kind of abuse, they will wear out alot sooner, and must be replaced. At some point even the garages should refuse to fix a vehicle.


As for the loot system. I would have to say this. In the Star Wars universe, most things that a character needs, they can get their hands on them easily. Loot, should be almost primarily trophy gear. The kind of stuff that either no one wants or no one would want to give away. An example would be maybe something like Marco Ragnos' scepter. If I found that, I wouldn't want to give it away. Maybe, and I mean MAYBE a person could buy it from me for enough money. These are the things that loot should be. Rare, one of a kind stuff, that really you have to remind you of things you have done. Outside of that basic loot should just be refill of stuff you need anyway (like ammo for our guns if we needed it)


Well there you go. If anyone has any thoughts please be sure to post them.


Raynor Talos, Gorath: Thune, Dantooine

LooMacklin
Mon May 17, 2004 9:40 pm
#221

Do you guys ever get any feedback on which ideas have some merit (like rebalancing the brawler professions), or which arereally rather silly(like adding Pharmacist and Chemist professions)?


I am beginning to seriously doubt that any dev would by choice read this stuff, let alone be able tofind the time to read some of these excessivelylong-winded posts.Are they really interested in reading what amounts to our personal diariesaboutevery insignificant, mediocreaspect of the game?


If that is indeed what this thread is for, then for pete's sake please just list your suggestions in point form, to reduce the risk that the well concieved, and more importantly, feasiblesuggestions are passed over in a dev's attempt tonavigate around thesebloody essays.


I know y'all think you're Dr.MMORPG, but I mean really .. let'sget real here..


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