Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-8-04)
TH & Dev's
Rebel bases and their design feel wrong! (Isthe Rebellion not a outlaws ggroup at this time)
Penguin-X wrote:
Long time reader, first time poster in these types of threads.
There is a LARGE problem that goes unnoticed but there are certain individuals making millions... upon millions... upon millions using an exploit.
When I contacted a CSR, they said that it is not currently an exploit and that if I didnt like it to contact the "in concept forums"
Well, here I am, and here are the screenshots of proof.
http://students.uis.edu/tlowe01s/screenShot0000.jpg
http://students.uis.edu/tlowe01s/screenShot0001.jpg
http://students.uis.edu/tlowe01s/screenShot0002.jpg
http://students.uis.edu/tlowe01s/screenShot0003.jpg
I have used the borgle cave to make millions since this message with the CSR's.
It needs fixed like you would not believe, but my method of "fixing" is NOT to remove it...
Rather, fix the others. Narglatch cave has NO drops in it and is much harder. Make these chests worth while. The borgle is the only one that has such incredible drops and is camped all of the time.
Those attachments are needed in the competitive market of crafting (experimentation points) so shutting off this source kills and new crafters from the start.
Much as you did to the holocron problem... dillute the market. If all the caves dropped well, these tapes wouldnt be worth millions. People who camped wouldnt be the richest on the server.
I hope a speedy fix is possible... since now that this is out to the public, camping will be crazy.
Sorry for the speedy post and some details lacking.
Currently, there are two chests at the end of the borgle cave that spawn uber loot.
They spawn exactly every 30 minutes, and drop 2-3 tapes in a single box and have +7 +10 +11 or so skill enhancers in them.
As a result, there are 4 to 5 people down in the cave at any given moment (shadowfire). Many are now using AFK looting in order to get the tapes and use 3rd party programs to get the loots before any normal player could click them. There are two I know of that AFK loot constantly and hold HUGE auctions evertime they hit their inventory limits. They do this while sleeping... while working... I dont know... whenever they cant be at their computer.
They make more money than any crafter would, as a single weapon experimention +7 is worth 20 million credits (shadowfire).
Narglatch cave is my favorite and torton cave is my second favorite. The final loots in each of these is nothing and +1 skill tapes respectively. Both are harder than the borgle cave, yet the difference in quality is astounding.
The economic repurcussions of stopping these looters would be beneficial for myself (as I have stockpiles of them) So I recommend NOT cutting off the supply, but rather dilluting it to lower prices. Fix the other chests. The narglatch can not be working as intended since there are no drops in them ever. The bark mite has poor drops and is much harder as well.
Sorry for the poor explanation in the first... the edit buttons dont work in this thread.
Ragmop wrote:
What about making speed on vehicals experimantal? We could have faster vehicals that lose condition faster.
I would like to see this taken even a step further (and the space expansion may even do this).
Vehicles should consist of subassemblies. Chassis, engine, and modules. The chassis would control the hitpoints, the engines the speed, and modules could give us passagenger capability, cargo capability, and possibly a weapon mount.
For the cargo capability (and I'd like to see this applied to both vehicles and mounts) when was the last time you lugged a big backpack into your car and kept it equipped. If a vehicle is pulled then there should be some cargo capablilty that goes along with it. Also, if it is 'parked' the rate it takes damage should go down.
If the engines are seperate they should also be able to be damaged seperately (both by player action and enemy action).
Just a few things I hope to see in the future.
Serendipity007 wrote:
Not sure if this has been proposed before or not,
How about a craftable set of sabaac cards or a sabaac table at cantinas?
In theory, up to four people could sit down at a sabaac table and play, bet credits and deeds, and have a small diversion from the daily grind.
For those not familiar with SW, Sabaac is a game very similar to poker, and we know that large things were bet in games like this, because Han Solo won the Millenium Falcon from Lando in a Sabaac game.
Shouldn't be too hard to code, only need 2d images of cards ect.
While you're at it, how about making the Sabacc table in the HT Field Base functional too?
Josue15 wrote:
TH & Dev's
Rebel bases and their design feel wrong! (Isthe Rebellion not a outlaws ggroup at this time)
Guys
Last night as I was doing the Rebel Theme park and look over head and saw the Imperial Star Destroyer over the Abandon Rebel Base. I started to wonder why do Rebel NPC & Player bases look like Military base outin the open where anyone can see them.
If I recall all the Rebellion Bases we saw in the Movies were hiding or camouflage to their surronding.
New Hope :
The Rebel Base was hidden inside a Old Abandon Temple in Yavin 4
Empire Strike Back
The Rebel Base is hidden inside a Mountian in Hoth.
Wouldn't the RebelHidden base in Coronetbeen seem from space as a MilitaryBase?Wouldn't theEmpire not send ina Forceto invesigate a Military Structure like that?
If you were agroup ofrebel fighting against the military force of the empire wounldn't youhide your baseso it would not be notice.
Well currently in SWGPlayer and NPC Rebel base look like Miltary Base with Rebellion Banner all over it calling attention to it. (No this is find for Imperial Base since the are the Controling power during this time period) Rebellion Bases should be hidden or camouflage to match their surronding,
The Surface portions should look like a Adandon Houses, Warehouse, Starport or Base. With a hidden underground Multi-Level astructure. This is how the Rebellionwould build bases, instead of what done currently by having a Military Fort with banner everywhere proclaiming the location a REBEL stronghold.
I hope this get look at in the GCW revamp.
I would like it if the bases were hidden under ground, but people would just sit on Speeders and see the huge red force field giving the "hidden" base away.
(by the way could you Devs remove the red force field us players know we can't drive/mount things inside buildings. I only found the Jedi inside the waterfall on Dat because the waterfall turned red)
llllMaverickllll wrote:
How about a fix for the depiction of HAM bars when buffed? It's integral to players who play PvP or hunt big game (the only people who actually have issue with dieing while buffed).
Saw this in SMUGGLER's forum...i feel it should be here as well...
Master Smuggler = +Place Casino / Speakeasy in Player City Ability.
Sounds like a great addition to the player cities and gives more life to smuggler profession.
For instance, the entrance can look like a normal vendor shop, but when you go through a door (or into the basement...you enter the Casino / Speakeasy. You already gave players the ability to place admission charges..So that could be like a cover charge. The basement could have a warehouse type of effect. The area could be open for use to place slot machines, sabacc tables, and roulette wheels. There could even be a couple small private rooms for us to store wares, make a managers office, and store crafting materials and crates.
Also, on a side note for pets...give the pets a "Current Posture State" ability. This way when we place pets in house for display....we can select them to sit, laydown, or stand guard.
--
DarkCable
~ Currently starting my way in life as a Smuggler ~
Renairdor wrote:Player crafted Faction EquipmentI haven't seen this idea up before, but I believe it would be well received. The concept is this:a) Players go out and accumulate faction points via faction missions/PvP etc...b) Players trade in the faction points for weapons, armor, and installation schematics of limited use that can be used to create:Factional
I agree! Stormtrooper armor is useless at the momment. This is a great way to make it great and add new content to the game! PvP in st armor would be great! 5-stars for you.
- Factional Armor. Stormtrooper armor of more competive stats, Rebel combat armor of more competitive stats. These would allow factional PvP to be far more immersive then currently.
- Special factional weapons that allowed one side or the other to have a specific tactical advantage. Possible a Stun weapon for Imperials up close, and a Blast damage Rifle for Rebels at range. (just ideas)
- Turrets and Bases. These would require a number of faction points to buy the schematics, then require a joint efforts from Armorsmiths to make the armor plating, weaponsmiths to make the weapons, droid engineers to build components, artisans to build components and architects to make the final assembly. Player made faction bases and turrets could only be placed in a factionally declared player city, so to as avoid griefing (ie- imagine 30 player turrets in the krayt graveyard?)
This project would be fairly involving for players, but allow a team to work together to make a base which is truly their own, equip theitr troops with much more immersive equipment and potentially make it so one teams base would be far more powerful then another due to the hunt for appropriate resources, equipment, weaponry etc...
Some parts may be normal parts/munitions, some would be new parts and munitions. There is a potential that certain energy cores would be rare lootable items. There could be new turrets, better resistance armor etc... players could truly create a dominating fortress to assist defending their territory. It's actually a ton of fun to pull down a 'nearly unbeatable' base too ![]()