Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-22-04)
Hey, TH,
Can I get a *reassures ByygPapa* that the devs are at least taking a hard look at postureChange/dizzy and the whole "help! I've fallen and I cant get up" thing?
Melee-ers say its for anti-kiting but that's garbage; there's ABSOLUTELY no excuse for anyone having the ability to put a player on his back and keep him helpless while they beat him to death.
I'm not just talking about TKM's either, I mean the whole game.
Sticking dizzy and a KD or postureChange on somebody should not mean the end of what could've been a great fight!
Thanks.
P.S. If you're really feeling gracious today how 'bout a lil wookiee armor update?![]()
(sorry, couldnt help asking
)
From the chat at Stratics....
"[17:49] [TH] Im happy to announce that in publish 8, shuttleport waits will all be 5 minutes and players will be able to travel from anyplanet to anyplanet. We are currently discussing the details of reducing the starport times."
I am in strong opposition to the second half of this statement.The five minute thing is fine, I guess, but taking away transit centers is wrong-headed, short-sighted and ruins the already fragile feel of "place" in the game.
Coronet starport has a feel of a bustling major hub of transit. By making it a center of trade and transport, I get the feel that perhaps (if I squint my eyes right), I am walking down the famed Treasure Row, filled with the wares of the galaxy, exotic aliens, and strange happenings. I know that if I want to travel the galaxy, I need to travel - go from place to place, taking time and effort. Allowing teleportation from Lok to Talus, while a great idea for the short-sighted who wish only to make things easier, takes away from the majesty of travel through a giant galaxy. Simply put, the drive toward lower risk, easier play, and convienience has driven away customer after customer that looks for a challenge. Now, shuttle time reduction -- it's hard to argue against that, but putting in that one thing should be your first step. Should you decide to make things even easier on the players, then the "Outer Rim is no longer Outer Rim" attitude can prevail.
I oppose this change ("able to travel from anyplanet [sic] to anyplanet [sic].") on the grounds of:
- Takes away from the Star Wars feeling of galactic scale and travel.
- Removes natural congregation places that are trading hubs.
- Removes the character of cities (even more) by taking away natural transit stops (Outer Rim is sparse, Core and Colonies are busy).
- While AFK macroers are bad (but required by your system of trade - another sore spot), having bustling trade centers are good. Transit choke points, that are continuity based, is better than how you gated successful player cities into being on popular POIs, ruining the feel of wilderness in places like the Krayt Graveyard...
As you continue to review this topic for Publish 8, you will likely see me revisit this idea in numerous threads. I tend to choose causes that are not championed by the average l33t d00d forum goer (like my current #1 - backpacks as storage and armoires not as storage), but this one is going to become a major issue with me.
Let the Core/Colonies Planets be what they are. Transit hubs. Trade hubs.
Let the Outer Rim be what is should be. Sparsely populated and hard to get to.
RbT
Here's my In-Concept idea:
So it starts off that you've got all these people that love Star Wars and buy thisStar Wars game.Most anyone who watched the movies equates aspects of the Empire, the Rebellion, and the Force with all being "Star Wars", and that's what theylike. Any random Star Wars fan maywant to be involved in fighting the Empire,ferreting out Rebel Scum, or wielding the Force. Onereally cool thing about SWG, in general, is that you can choose to play PvE or PvP and switch between them.
Once you're there however, you find out that anything "Star Warsy" is part of the PvP system. So right there, you cut out a good portion of your players. What if youwant to play Star Wars, but I don'twant to compete with the kamikaze (sp?) first person shooter players who just want to kill anything they can. Play a different game, right? That's really solving the wrong problem...
I have no problem with the whole aspect of Jedi being hunted by BH or the Empire. The problem is that as a Jedi, you aren't worried about BH or the Empire coming after you. You're worried about griefing, exploiting, being outnumbered, and generally forced into a play style that might be out of the realm of how you want to play. Player BH have very little to lose and a lot to gainby doing anything they can to ruin the game for a Jedi player. This is a generalization I know. There are many BH who really do want to do it the "right" way and in the spirit of the game.
Unfortunately almost allStar Wars content = PvP, and there isn't much we can do about it.
They have PvE and PvP battlefields. I, for one, like PvE. I think it would be a really great idea if you could have some sort of opt-out system. Not just for Jedi, but for the GCW in general. While opted out, you could go on PvE Factional missions, and not have to worry about the Master Commando / TKM of the opposing faction waiting for you. You could also use your Jedi, and the visibility system would still apply. The difference being that you wouldn't show up on terminals.Youwould still be fending off BH, they would just be NPC.
Between theNightsisters, FS NPCs, andsome of the New Tuskans, we know they can send out BH that would be more than a match for player Jedi. Why not use this type of system to include all of your playerbase in the Star Wars content?
Just my take on it...
I wish the next publish would be nothing but long-time bug fixes
Probably wont happen so here is my wish list:
1) Stimpacks or should I have said small stimpacks. When are we going to have the real ones ? Nothing fancy just double resources needed to manufacture and double the charges everything else stays the same.
Reason : Less number of items, less database records, less lag
2) Item crate sizes : For the love of god structural modules are in crates of 100 while my silly pistols are occupying tons of crates. Whats the reason ?
Reason : Less number of item, less database records, less lag
3) Profession XP balance : Check the first line of boxes for Novice Marksman and Novice Brawler pls. The XP requirement should be increased. The same goes for all basic professions.
Reason : So that people dont become Master MArksman ina day if it is taking even that long.
4) Crafting professions coming out of Holos : This to me is hilarious ! It is a combat class so requirement to unlock FSS should be through combat professions only. 99% of crafting masters I see around are holo. This is just a waste of time resources and further messing up of economy.
Reason : Better story telling, to reduce the damage on real-crafters.
5) Gonna get burned alive for saying this but Harvestors should only be operated by artisans. Youa re limiting pets level for non-CHs, you are limiting the combat droids level for everyone, weapons need cert to wrok why not Harvestors ?? Personals can be free for all but pls pls make Heavy Harvestors Artisan only.
Reason : Logic ! Everything needs skill in this game. If I cannot use a T21 then you shouldnt be able to use a Heavy Harvestor
Good luck to coders...
HOW ABOUT IF WE JUST CHANGED DIZZY TO A "ROOT" EFFECT (WHERE THE PLAYER CANT GO ANYWHERE BUT CAN STILL FIGHT) AND DROPPED IT'S RELATIONSHIP TO POSTURE CHANGES?
this is a simple fix that seems to address everyone's concerns....
As for advertising, when I'm looking for something I go to the Trade Forums.
Suggestions to keep major cities active and populated (versus the player cities):
1. Allow player vendors in major cities.
2. Allow rental properties (apartments) in major cities.