Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-22-04)

Xyber_Hex
Fri Mar 19, 2004 6:54 pm
#235

Any skill point increase is a bad idea..

If everyone can do everything then the game is over period.

Sure, let me take some entertainer and buff myself in the field as a rifleman plus or let me be able to master a trade and make a mint at the same time as making a mint from hunting...sure.

Ill never have to buy anything again, what a great idea.

Ill never even have to go to a cantina again , why didnt they think of this before....

*rolls eyes*




Xarian Hex
Wanderer
Starsider Galaxy
LeBob
Fri Mar 19, 2004 9:21 pm
#236


TH,


I'm sure you know how pleasant the sound of those giant fountains is... I'd really love to be able to have this sound effect in my cantina, but obviously the fountain would not look very nice in there... I was hoping it might be possible to make a miniature sized fountain that would have the same ambient sound effect... upon further consideration I thought that there are probably many other of those ambient sound effects in the game that people would really like to have in their homes (especially since as we all know the game generally lacks music) and I came to the conclusion that a sound effects box could be created that could be placed in one's structure (i.e. my cantina) and could be set to create a particular sound effect.... be it the crackling sound of a torch or the soothing sound of a fountain........ I'm sure there are many more people would like but I do not know what


can you check to see if this is possible?
it doesn't seem like it would be too difficult to code


thanks
LeBob




SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

sbbe83
Fri Mar 19, 2004 10:23 pm
#237

Here are just a few things I would like.


1.) Faction Armor that can be crafted by an armorsmith of that faction (Schematic is obtained by factioned player gives to armorsmith, armorsmith makes armor. Simple as that.)

2.) Get rid of Clone camping. Maybe induce a 30 second timer even with Group TEF where there can be no TEF on the person. This will give Jedi and other faction players time to get out of the cloning facility without being killed repeatively.

3.) Fix Bounty Hunter missions so they work correctly, and to make sure Jedi Missions arent so buggy anymore (If you want give me an FSCS on Test Center and I will gladly test it out)

4.) Faction Chat channels. When you get to a certain rank you can actively participate in that factions chat channel (A high rank would be to help keep out snooping opposing factions).

5.) If you want to help the economy the first thing you need to do is make better resources available to players, then you need to reduce the costs of harvesters (materials needed to make them) and reduce the cost to maintain them. Once that is done and prices on Equipment is lowered then you can reduce the prices of Missions to help lower the inflation.

6.) Buff back the AT-ST, they are simply worthless at this point. Allow them to fight someone with a TEF, and make them a little more valuable for the 9K of faction points.


That is all I can think of right now.



Phillonious - Shadowfire
CL64 Jedi
Unlocked two weeks after the Village came out!!! Too bad all that work was a wasted...
BobkarDirthes
Fri Mar 19, 2004 11:00 pm
#238

i think there need to be more racial bonuses. for instance, wookiees have wookiee roar, twi'leks have the special language, and zabraks have equilibrium (check the spell on that). now ive only ever been a moncal and we dont have any skill and im sure the others dont.i think there should be 1 skill unique to each race.


human: none really, i mean come on what do you expect when you're well rounded?


zabrak: keep equilibrium


wookiee: keep roar


trandoshan: being aggressive hunters, they should have a power that boosts their hamgreatly, but can only be used once every 2 hours.


bothan: they should get a power that allows them to go undetected by anything for about 20 minutes as long as they dont enter city limits. this will be good for jedi and those who sneak around those dangerous places


mon cal: ability to fight while swimming


rodian: super burst run? i dunno im out of ideas


twi lek: still out of ideas.




The azure flame, it burns on until it becomes a star.
Rufkin
Sat Mar 20, 2004 12:01 am
#239

I'm sure the devs have seen FFO, and some of you probably even play that game now. The thing I'd like to see in this game, is non-skill loss if you sell a skill back. By this I mean when you sell a skill back, you only lose the items in that skill box, you will not lose your knowledge from the skill box. Should you decide to get that skill again, you can buy it back from a trainer, without cost of xp. This is not only logical, because you shouldn't forget how to do something you had enough experience to do before. It would also save a lot of the boring re-grind that some, if not most, of the players are forced to endure. The reason I brought up FFO, in case you havn't ever seen the game, is because in FFO you can have two jobs at the same time. One is your main prof, the other is your secondary prof. If you decide to changeeither prof, you can change it to anything you have available, but if/when you want to change back to your old prof, all of your skills and experience in those jobs have been retained, you only need to switch back to regain them.


The reason I say this, is because I feel I'm wasting my time, when I have to grind out a prof that I've already done before, simply because I sold it for the skill points.


So, to put this in game terms. Joe starts out as a medic. He masters medic, then sells the entire prof for Scout and Marksman, and Bounty Hunter. When he sells the medic skills, he loses those abilities. With my idea, he would retain the knowledge so that if he decided to re-train in medic, itWOULD NOTcost him XP, he would only need to have the skill pts to spend on it again, then go to a trainer and buy back the skills.


I'm sure this would be no easy task to add to the game, tracking every skill box acquired by every player. It would not only make the game more enjoyable for many, it would save a lot of time for the casual gamer that doesn't know what prof they would want to be, and for the power gamer that just got Master CH in his 4th holo, but sold back CH from 4/4/3/4 to buy ID (their 3rd holo)


Of course, this idea would never pertain to Jedi skills. Since they are prone to lose skills with death.


I can't take credit for this idea, it's already one of the strongest reasonsFinal Fantasy Onlinerocks when it comes to characters.
Rufkin
Sat Mar 20, 2004 12:12 am
#240

oh wow, wookie armor! Well, if it is as planned to be as good as the other races armor in defenses, then GOOD JOB. If it isn't, then you are wasting your time and mine.
AlanTeosaSV
Sat Mar 20, 2004 12:23 am
#241

Great thoughts, great ideas out there!


To echo previous statements. Armor, weapons, clothing. Screw crafting (though I completely agree it needs to be redone to be more interesting. Perhapes assembly animations or what not?) Screw stats! One of Star Wars greatest strengths over other genres is the sheer VARIETY that can be found there. You, as SOE have thrown us a few bones, but comon! There's like what?!?! 4? 5? 6? 7? Real styles of Armor in the game? I mean main stream! No one wears the low end armors anymore. And the previous statement that 70% of the server population wears composite is an UNDERSTATEMENT. It gets old, its borring, its not visually enthralling.

Give us Faction Armor! Either lower the factional cost, because lets face it. -LOL- A suit of Stormtrooper Armor costs more then fricken AT-ST! Or allow Factionally Aligned Armorsmiths to craft it. I would think they should have to hold a certain rank, and obtain the schematics to be able to produce the Armor. Because although Stormtrooper Armor isn't exactly rare, its a reserved item. Not being a Stormtrooper and wearing a suit of Stormtrooper Armor is a high crime. So obtainning the schematics should be a project in itself. Also, there should be steps taken to limit the production of it.

Revise its stats seriously... 30%? Normal Composite these days can go all the way up to 80% resist on one stat with 50-60% resists to all others. I think I heard on Intrepid that an Armorsmith named Akme was selling full suits of composite with 80% resist to all stats... Or even higher I think... Doesn't cut it. We want to see Stormtrooper Armor more prevailant in Galaxies. This is a sentiment across all the servers. To do so, you have to make it a viable option. Against competitors like the current composits, you're going to have to make it utlitarian, thus raising its stats. You have to make people want to use it.


Big thing about Stormtrooper Armor, is it should be standardized. If you make it craftable, it should have a set stat. I mean it is Uniformed Armor. Just a thought... Or perhapes a window of experimentation. The resist can be no lower then 50% and as high as say 75%. And when you give this to us, don't just give us base line Stormtrooper Armor. Give us the Swamp and Scout Trooper Armors asell. The Commando Armor if you really love us. Oh, and for the person who suggested you guys give us Royal Guard Armor, SHAME ON THEM! I don't want to guard that smelly old man! I'll do his bidding and defend him, but... HOW BORRING! Oh and hold the Snow Trooper Armor until after the Space Expansion when you actually give us Hoth.


On that thought, Hoth should be INHOSPITABLE, period. No running around in hotpants or bikinies. Unless you're wearing cold weather gear, Snow Trooper Armor, there's going to be an ENVIRONMENTAL Affect on all players out in the open. Should be serious wound damage to reflect Frostbite! Even in cold weather gear, its doesn't provide complete protection! Not sure if you're going to allow mineral extraction there, but perhapes on average higher qualityminerals from Hoth, to give individuals incentive for obtainning it. Because getting into cold weather gear, and doing what it takes to survive there would be a serious commitment.


Mobile Covert Faction scanners that cost a buttload of faction points would be nice too. Give certain high end players an advantage? (Wishful thinking, I know)


Anyways. Second biggest pet peeve in Galaxies. And I've heard it discussed here abit. Structure Storage Capacities. You can hardly even lightly furnish a PA Hall. Honestly... That's sad... Should raise the limits atleast 100 or 150 items per structure.


Next order of business on the thought... Furnishings?... They serve absolutely no purpose... Make them abit more interactive and benificial. Make them serve a purpose! I thought it was awesome that you finally made lamps craftable and that turn on and glow! Kuddos to you guys! But lets keep that thought rolling forward for a second! There's other furniture that could serve ingame purposes. Data Terminals... OOoooo, wow... Its a data terminal that does squat! How bout giving us the ability to store... I dunno... 10, 20 datapad items on a Data Terminal? That way we can store important waypoints, put some pet controllers in there maybe... Something! Maybe if you do multi-teir missions someday, that take hours or even days to complete for bukkos of credits, you can stop and drop the mission off on your data terminal while you take some chump change missions for making ends meat? Maybe save messages or ingame novels on em?! I don't know! You guys are paid to be creative!


Here's the bit for those panning for more Item Storage! Chests, Cabinets and Armoires! Make them capable of storring items! I'm not saying make them like current containers either! Let them store ADDITIONAL items against the item limit!Maybe a Cabinet could store 10 or 15 items!? That way, we really could live in those houses to some extent!


Hey! Maybe you should give us restroom furnishings! I don't see a bathroom in my place! J/K


Here's another cool idea! If you log your character off at home, where there's a bed, he lays down. Yes! ANIMATE IT! And goes to sleep! If he's offline for more then say... 6 hours! When you log on you have a bonus 100 point stat increase to all stats reflecting his well rested and refreshed status! That bonus remains for... an hour or two, unless he gets killed! This would encourage some roleplaying, and! It would encourage players to return home when logging out for extended periods!



Faction Rank, should while at Declared Status be a selectable title for your character perhapes. And the rank pips would be an excellent little detail! Also, maybe allow players to place Factional Troopers inside structures, they act as guards and remain fixed, but can pursue enemies a short distance? The idea of adding towers and walls for guilds to create fortresses would also be excellent aswell!



Zarathustra
Sat Mar 20, 2004 1:13 am
#242

TH, with any of the new dungeons that the Dev team is working on now, are there any plans on making any of the dungeons "instanced"? There is nothing worse than trying to get a time when you can get a few friends together to game together, only to be overpowered by a group of 15+ people coming to the dungeon. The popularity of static hunting locations can take a lot of the fun out of going to them. Places like Fort Tusken are covered non-stop.


It really would add a lot to gameplay.





~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
4/4/4/4
~~~Dark Jedi~~~

Akaara
Sat Mar 20, 2004 5:12 am
#243






Thunderheart wrote:





damocles88 wrote:

  • Do not show logon or logoff to those who have you in their friends list
  • Do not show at all in others friends list
  • tells to you indicate to the sender that you are offline



  • We're adding a toggle to accomplish this. Its in the works.



    /Cheer


    /Cheer


    /Cheer


    /Cheer


    /happy dance













    _____Chiana_________________________
    JEDI ELDERCL 90

    Sying ~ Master Entertainer

    Nikeesha YMaster Tailor

    Akaara
    Sat Mar 20, 2004 5:15 am
    #244

    Wait a minute... I don't want strangers able to tell me sometimes either!



    _____Chiana_________________________
    JEDI ELDERCL 90

    Sying ~ Master Entertainer

    Nikeesha YMaster Tailor

    Trioth
    Sat Mar 20, 2004 6:28 am
    #245

    thought of another question....


    exactly why is a profession that's less than 6 months old getting revamped when there are many profession that were in since launch that still suffer from bugs, brokens skills, and other problems? Don't you think it would have been logical to fix those first before looking at any newer professions?






    Trioth Dalmoran-Imperial Colonel- 3 time master Smuggler..."I just can't seem to be able to go straight"
    PhimaKirsto
    Sat Mar 20, 2004 9:47 am
    #246

    Changes to elite medic professions


    There's been a lot of calls for combat medic to be nerfed, or abolished altogether. The problem is that it is impossible to defend against a very powerful CM disease or poison attack, whereas with good armour, buffs, spice and food you can negate much of the damage done by other profession.


    So, the the changes I'd like to see happen:


    1) Doctor crafted and applied vaccines to protect against disease. Allow each player to be vaccinated against diseases in one main pool and two other pools. Like buffs, these would start off weak and would improve greatly as the doctors skill improves. So, a master doctor using high quality resources could give almost total immunity to certain diseases for a couple of hours.


    2) Gas masks too be crafted by weaponsmiths and to use protevtice elements crafted by combat medics. To reflect the impairment to vision caused by wearing a gasmask, players wearing one would suffer a penalty on their chance to hit, the penalty should decrease with the skill of the weaponsmith. The protective elements would be crafted by CMs with the amount of protection given and the durability of the element dependent on the skill of the CM. Allow each element to protect against poison in one main damage pool and its 2 subordinate pools and for 1 element at a time to be equipped.


    3) Doctors should move to more of a support role rather than being in the field. Therefore, I'd suggest moving reviving players and extinguishing fire to the CM. However, to create an interdependency between the 2 professions I'd like to see the kits for these skills staying as doctor crafted items. The loss of the res skill would be compensated for by being able to sell the kits and also providing vaccines as suggested in 1.


    4) Area cures etc should be just that, anyone in the area should be affected. So, if you throw a hugely poweful disease into a mixed group then you can expect to get some unpleasant tells from your allies.





    Phima Kirsto: Elder Jedi ~ Kialo Egi: Engineer ~ Kan'is Kirsto: Random crafter
    Kanis Kirsto: Bothalorian Commando ~ Rykran Anyra: Entertainer

    Valcyn Crafters Memorial Public Crafting Centre, Tatooine (-1690, -4840)


    "Courage shall grow keener, clearer the will, the heart fiercer, as our force faileth"
    Kreedh
    Sat Mar 20, 2004 10:25 am
    #247

    I understand that you have already decided against using certifications for combat droids above CL10. The reasons you state are that it imbalances combat too much, and that it isn't fair to other players who have had to spend points to access pets higher than CL10. From what I see, the Droid Commander profession is not something that is terribly high on anyone's list of favorite solutions. So why not choose a solution that answers both your concerns as well as the concerns of those who do not want to see another profession like the CH. Certifications can do this, and, I submit, they can also be architected in a way that answers the main concerns the Devs have with Certifications. The way to do this is to scatter certifications through the other professions as others have suggested, but charge extra skill points to unlock them.


    For example, assume that there is a droid certification atMaster Pistoleer that allows the master pistoleer to control a CL30 droid. If my character gets to Master Pistoleer, he does not automatically get this certification for free. If he wants it, he must pay the number of skill points it would cost a CH to control a similar level pet. If it costs the CH 45 points to allow him to control a CL30 pet, then the certification would cost the Master Pistoleer 45 skill points in addition to the skill point cost he already paid for master pistoleer.If he wants to have the droid, the pistoleer has a tough decision to make... will the droid be more useful to him than the other professions he could gain with those 45 points? These certifications could be scattered through out every profession, in every skill box if you wanted. They could make droids of many various levels available at various levels and various costs, which will give every player more options, but with appropriate costs.


    This solution allows for your concerns that people not get additional combat power for free. It makes it fair to CH characters by making droids of equivalent level cost the same number of skill points. It answers the desire of the players who do not relish seeing a Droid Commander profession. It allows for every player to have access to a droid that is truly useful to him, thus increasing the use of droids, the market for droids and the starwarsiness of the game. It adds interest to every profession, and helps to make the professions less cookie-cutterish. Finally, I think that this solution makes more sense within the Star Wars universe. It makes droids much more accesible to everyone which in turn makes them much more prevelant, and thus makes the game fit much more into the world presented in the movies.


    I expect that the devs will say that this solution is more difficult than just adding a new profession, and it may be;I believe it is well worth the extra effort.I am disappointed that many of the decisions I have seen made since I joined beta almost a year ago seem to have been made with a "what is easiest" mindset, rather than a "what is best" mind set. Please don't let this issue be another instance of that kind of thinking. This game and these players deserve better.







    Kreedh


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