Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-22-04)
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
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.
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!
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.
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
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?
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.
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.