Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)
These are just my thoughts, don't take this as a flame as I am only trying to help.
I have a HUGE disagreement with you and SOE on the meaning of "content". Adding these "quest" should not be considered content,they are things people do becuase they are bored.Actual "content" (IMO) would be creating professions that served an actual purpose.
For example: Create aGCW Profession (say Guardsmen).
- This profession would require you to be a Master Pistoleer (or Carbineer/Rifleman) and Master Squad Leader or Master TKA (any of the Brawler type) and Master Ranger (you can create any combination with multiple purpuses)
- They guard and protect a GCW Stronghold (Bestine or Anchorhead) and they (the actual player)would do the inspections and stuff that the NPC Stormtroopers are suppose to be doing, but here the ACTUAL players would be doing it and there would be many per city and they would have NPC support (this should be for IMPS and REBELS).
- Be able to detect covert players (with in a certain range).
The point is that CONTENT should be based ongiving the different professionan ACTUAL PURPOSE and then tieing those profession together - that creates content.
- Guardsmen would also beon the look out for Smugglers.
- Smugglers would have their own missions and content that requires them to transfer "stuff" from planet to planet and city to city. They would have to be on the look for these Guardsmen (and other professions) to make sure they do not get caught and lose their cargo (not complete the mission).
- Missions could come from other players, say Weaponsmiths or Armorsmiths who would need to hire a Smuggler to get their resourse off another planet (since they would not be allowed to).
- If the Smuggler fails the mission,the Resourse would be returned to the Harvestor (not lost) and another mission made. The point is, the professions are tied together via the CONTENT.
- Bounty Hunters would be tracking down smugglers that fail to many missions
Theme Parks and Point A to Point B quests are not content (IMO). I have a more detailed post on this here:http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=104216
eyeodragon wrote:
knockdown...
its the deciding factor in most pvp. its really the ONLY tactic right now, and that stinks, especialy for classes that dont get a knockdown or high resists to it.
I have a small suggestion easy to impliment and test to see its effects on PvP. make it so if you are kneeling you get resists = to 50% less likely to get knocked down than if you were standing. if you think about this in logic sence: its harder to push someone over if they are in a low stance so why shouldnt this aply to knockdown check.
This might not be the solution but PvP is dead to me and alot of people because of this knockdown dizzy. all the planning, equipment, spice, food... is all worthless if you can get knocked down in one shot, dizzied then you are basically dead. If a squad leader could "form up"while in the dizzy state and have it cost alot less than it does now, it might be strategically sound to have one in the group.
This being the case, how is KD/Dizzy different from a one shot kill?
There is no difference, in practice. If one shot kills are then bad, then why isn't the KD/Dizzy combo?
Syrae wrote:
I am also bugged in the quest. *sighs* Here is my issue, if you want the info.... Sometime before publish 7, (possibly publish 6??) I started Borvo's Quest for the Krayt Skull. I finished the Naboo missions, went to Corellia and finished those missions, then went back to Naboo with my locked briefcase. *drag, drop* Borvo tells me nothing. Odd... *drag, drop* Borvo says, "Not yet." Huh? Now Borvo still won't take my briefcase, and all the other NPCs that I have done missions for think that I'm all done, and the ones I haven't done missions for yet won't talk to me yet because Borvo won't acknoledge me. *sighs*
Not to hijack this thread, but the solution to your problem seems to be that you did not return to the corsec captain with the locked briefcase.
When you return, the locked briefcase changes to say "borvo's money" and the captain wants to send you on another mission, yet you go to Borvo instead of where the corsec captain wants you to go.
When you drag/drop the "Borvo's money" onto Borvo, it initiates the next series of missions.
(understand this is how it worked whenI did the quest, you may truly be bugged and this wont help)
Thunderheart wrote:
Rorenikibi wrote:
Just a note on some CH bugs, they follow literally on top of me. I cannot even move a meter out of the way and they will move right on top of me.
I had to tame a giant veermok to have a mid level tanking pet tall enoughthat doesn't come to rest with my head stuck in its rear...
Also still having problems with pets staying on the attack.
On the Pet sitting on top of you thing, we'll have that worked out soon. On the pet tanking issue, what was the pet and did its personality change? Some pets are "cowards"...
Over a week and noone has unlocked still.
Nothing has changed.
Yeah right.
Come on devs, if you're going to lie to us, at least make it believable.
A couple things..
First off, I'd like to see a firing range in some of the cities. One of the big useless buildings could be used. Basically, you would set the target the the desired armor lvl, resistance percentage, and vulnerability. What's the point you ask? Well, say you have aheat typeweapon with high speed and low damage, and an energy typeweapon with high damage and low speed. You could shoot at the target for a given period of time, 30sec, 60 sec, whatever, and you would get a readout of exactly how much damage you did during the time. Telling you which of your weapons was really the best for the situation.
Second, I've seen some posts on BH threads about player bounties. I think this would be great fun but no one seems to have ideas that would actually work.
So, someone pisses you off, you walk over to the BH terminal and select 'Hire' from the radial menu. Input the Player, mission/reason for bounty, AND the Cash. The money would have to actually be paid to the terminal to ensure payment pending the successful hit. Plus the more you can afford the more likely a successful hit. It would basically work like the Bazaar, the mission would stay on for a week, two weeks, the then disappear. The money would then be returned to the player posting the mission. If the mission was taken the BH would not get to see the players name, only be able to follow their mark. This would keep people from sending a /tell to the mark to meet at the starport for a hunt only to be met by a pistol shot to the eye. The player who was hit would only suffer the penalties of a clone and go get healed right up.. all in good fun... So don't piss people off.. /nod
I would really like to see this. I think it would make the cities more exciting and dangerous at the same time.
This is my first post so don't be too hard on me. /smile
TH-
I am begging for an update of information on a variety of the badged quests. Specifically and most important, The Hermit series of quests. The hermit does not spawn on most servers, Altruism spawns rarely, Honor spawns without the 4th wall and is so incompletable, and Courage does not spawn at all, or is somehow impossible to decypher if it does exist in some form. You, Thunderheart, specifically told us these questions would be addressed, on 11-05-03, "I have expanded the player correspondent program to cover all of the issues and they will get all be catalogued and dealt with," in this thread.
I have to just use someone elses words here and say that I totally agree.
2. The Molecular Clamp related menus need to be redesigned. The post or two a week to these forums asking why they used clamps but still failed shows to me that there is something in the menu design that needs work. We can tell people they need to "pay attention" or "actually read" all we want but why do we have to. This shouldn't be designed in a way that makes people feel like they're dumb for getting it wrong. Maybe some color coding (make the word "red" in the caption display red) if that's possible in the dialogs, or redo them so that the options are better tailored to the clamp/fan action (read "cut the red wire as indicated" "cut the blue wire anyway"). Also, make the 2nd wire to cut the default dialog action or again make it a lot more obvious that you still have work to do.
If it worked like the red green system in the harvestor redeeding interface I'd be quite happy with it.
make the word "Red" show as red, and make the word "Blue" show as blue. It should be an easy fix and would save me SOooo much headach and eyestrain.
I am wondering about the Imperial Crackdown. I mean I have not been scanned, known anyone who was scanned, nor seen anyone else be scanned. I have driven all over Tatooine, been in and out of Bestine several times... nothing. I've never seen anything out in the wild. I did see some stormtroopers in the cantina in Mos Eisley, but you couldn't interact with them.
Is this the way its supposed to be? Or have I just not happened to be scanned? It hasn't increased the visibility of the Empire as far as I'm concerned.
I don't know if this has been mentioned yet but...
Are the devs going to hot-fix the pet problems, or do we have to wait a month for the next publish before creatures will be useable again?
I waskind of hoping they would fix it fast. (MCH is pretty worthless right now).