Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-3-04)

DarthSwami
Mon Apr 26, 2004 2:30 pm
#14

Hello TH,


It's been awhile since i posted or played for that matter (took a short break).


But i was wondering if we are going to get the character copy for TC or has this idea been scraped?



Faroah-Shadowfire (TKM - EX-Master Commando, scout, medic, marksmen)

Pharoah- TC (fledgling Commando)
Renairdor
Mon Apr 26, 2004 2:32 pm
#15

Hi Thunderheart,


I'm somewhat surprised this hasn't come up before, but fighting mobs as a melee class in steep terrain 'stinks'. For example you target a mob on a steep clff. On the overhead map- they are about 5m distance on a 2d flat pane. Since the cliff is very steep, the mob shows at 12m.


A good test/demonstration of this is to hit a lair on the side of a cliff, then do /follow /attack the mob. You end up running around in circles, the mob ends up running around in circles. It's pretty frustrating and difficult to watch. It also makes you need to 'drag' mobs up to flat ground to effectively fight them.


'large' mobs such as Craggy Bolmas and flying mobs have huge models, but if you move to 5m of them, they move away to 8m and sometimes this means you cannot hit them. It's especially compounded on steep terrain.


Another recent bug introduced since the 'krayts get off that harvester!' fix is when a mob is severely hurt, he starts to limp away. Slowly. But after about 5 seconds, it's fairly common to see a mob 'jump' 70m in the direction he's heading. They did not do this before. Then it takes them a good minute to return close enough for you to finish off.


Please pass this on to the Dev team, I'd love to see the PvE combat system tweaked up. It feels a bit 'rugged' right now. I know the devs want to put a 'feel' of wildlife into combat, but it's very annoying to keep moving towards a mob that is 8m away to be able to hit it, and they keep moving back away from you... especially with a /follow and /attack.


Thanks,


Ren
Josue15
Mon Apr 26, 2004 2:38 pm
#16



TH

I like to see five features actually added that would make the game better and add more RP to the game. (I also have 2 issues with game balance)


1. Rebel base to me are just wrong. The way you guys design then is all off. During this time Rebel Base wouldn't be Military Fort that would have banners display this is a Rebel stronghold. If I recall correctly in the Movies all Rebel base we ever saw were hiding or Camouflage.


When I think of what a Rebel NPC or Player Base would look like. It would be an Abandon House, warehouse or Star port with an underground Complex. What you guys have now makes it look like the rebel are on equal footing with the imperial and don't need to hide from them. Which is not the case during this time period?

I would love to see you guys redesign the Rebel bases to blend into their surrounding and make the rebel look more like a Rebellion fighting against a powerful evil empire.


2 Whatever happened to Faction Ranks? I heard rumor that maybe in Patch 7. I guess it never made it. I would love to see you guys allow us to wear our faction ranks ensigns like the NPC Rebel and Imperial Officer currently wear on their uniforms. Also it is nice to have an option to display the Rank Ensign with the player name to everyone when they are overt and to their faction when they are covert.


3 We need furniture that actually store equipment. Now that you added a light source to lamps, let think about adding storage abilities to Bookcase, Cabinets and Armoires.


4 We need to see headlights on Lands peers and Bikes.


5 What about storage containers on Land Speeders and Bikes.


Two Issue

1 With all the technology in the Star Wars Universal you would think that they would be able to create Gas Mask or Bio Suite to protect against Poison and disease in this time period. Why not add this feature into the game. You guys fixed the issue with Defense stackers being uber, now you have the Issue with MCM being the king of the battlefield. Have you ever been hit with AOE poison or disease that does 1000 damage a tick to your mind pool from about 80m out? (I have it not fun)


2. How is Master Rifleman as fast as Pistoleer? I understand Rifles being more powerful and accurate. How in the world can a Rifle be faster then a pistol?


The problem with this game is you have two in balance one is the speed a Master Rifleman has and Master CM with there 600 a Tick AOE Disease with 90m range! This has made the game so bland that everyone who wants to excel in PvP’er is a Rifleman/CM.



Josue' Thomas Jedi Knight

Click here to support this great Vision of a better FRS to save SWG by Glzmo!
Jedi Robes
Long awaited are the Jedi robes! Gone will be the days of Jedi running about in armor. The Jedi robe will provide a hidden toughness value that will protect the Jedi, similar to armor, but providing more of a Jedi feel. -TH Jedi archive II
DeQuosaek
Mon Apr 26, 2004 2:41 pm
#17

My concept is to fix the current UI system. It affects every player and is the foundation that the game is built upon.


A thread in the Core Systems that KStarFire was kind enough to starthighlights most of the current problems with the UI and some settings. I'm sure it has been seen, but I'm just trying to shine the spotlight on it a little.


SPOTLIGHT ON: ISSUES WITH PERSISTANT SETTINGS
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=8818





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

josfe
Mon Apr 26, 2004 2:58 pm
#18

TH,



I'm curious to find out if the development team is aware of a rather annoying bug which has to deal with crossing zones, and macros. Ever since the last mini-publish I've been unable to "Save" my crafting macro. As soon as I take a shuttle, or log out/in my crafting macro is reverted to it's previously unfinished state. This one particular macro is a bit long and it's very tedious to continually have to type this thing in every time I relog or travel to get training. Please look into the problem.



Riis
Mon Apr 26, 2004 3:05 pm
#19

BACTA not cloning.

CHESTS and ARMOIRES for storage in houses, not backpacks.

NON-COMBAT content.

ITEMS FOR ALL PLAYERS, not the high-end.

BADGES revamped.

POLITICIANS able to resign.

RbT



___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




rebel_gundam
Mon Apr 26, 2004 3:12 pm
#20

Sometimes people seem to overlook that simple things can make a game as a whole mucn more fun. Right now, cantina's are boring and have no real purpose. You go in, heal your mind, watch an afk dancer or musician, and usually leave. Also, I don't remember seeing in the movies or reading in any book about performers in the middle of the floor. Entertainors should need to be on a stage, and there should be some kind of thing to prevent afk macro's. Theres nothing more boring than watching ten afk entertainors.


Going back to the small things, minigames would be an incredibly fun addition. Card games like sabaac to play for fun or gamble on, or holo chess. With this, before you start the game, you can make bets in either credits or items. As the game goes on you can increase your bets, but you can't remove any. And, as in any game, you can leave at any time, however you will lose anything you bet down. Outside people should also be able to watch these games and put down thier own bets if the players are ok with them watching. Finally, to make it realistic, some kind of table with chairs should be required to play. Playing in the grass or on a hill isn't very realistic. These tables should be found in cantina's, or you can buy them for player owned buildings. To encourage the use of cantina's however, player or npc tournaments should be held frequently, and there should be a limit to the number of people who can play in a house, and a higher limit of those who can play in a cantina.


To add a sense of realism, add a drunken state of mind. Pre-launch the devs said this was in, then took it out. In other games, such as EQ, too much alcohol lowers your stats, makes you slurr words, and messes up your screen temporarily. Theres nothing harmful in this, and its fun. At a cantina, allow players to show their drink in their hands or on the table, same for food, and have a small animation when they eat or drink. It's trivial, yes, but at least for me would be an incredible addition.


Make cantina's a place to get jobs and missions. Put an npc smuggler in a dark corner where smugglers can get missions to smuggle good x onto planet y and deliver it to customer x. All the while, you need to get it past Imperial or CorSec patrols and scans. Or, you can have someone looking for bounty hunters to get a bounty filled out. Rather than a wp, bounty hunters would have to use their droids and possible "informants" or such on the way, and the missions probably wouldn't even be on the same planet, but they would pay well and be fun to do. Also, when and if player missions and bounties are added in (as said pre launch and I remember a referance to them not too long ago) cantina's would offer things such as job boards or give advantages to people who hire or take on a job in a cantina.


Put in some kind of "barfight" system. Any players or team of players cound do this, and can only use their fists. A players actual skill or profession would have nothing to do with it, some new type of system could be added in. Bets could be made on these, or they can just be started when someone looks at you funny. The loser is simply incapaciated and removed from the cantina for X time (say 5 minutes) However, to prevent griefing, the winner has to pay for any "damages" and can only attack the same person once ever certain amount of time. (maybe an hour?) Also, performers can not be attacked. While this system might need some tweaking, something along those general lines would be fun.


Also, Hotels and Cantinas should be joined together. Right now a hotel is just a building that takes up space with a few gambling machines in it. While entertainors can use it, they rarely if ever. Add on to cantina's and you get both in one.


Finally, remake cantina designs. I highly doubt every cantina in the galaxy looks exactly the same besides for decorations. Cantina's should be fun and interesting to just visit. Seeing the same cantina design in Theed as in every other city in the galaxy isn't very inspiring, and extremely plain and boring.




-Zyke
ArkonPhoenix
Mon Apr 26, 2004 3:13 pm
#21

TH, I know this would have allot of pros and cons to it. But why not let everyone (who has gone silent with their holocrons) know what there silent prof is?That way, you would satisfy the Holo grinders better before the new update. This would create more jedi in the game, but like with everyhting, there will bea flux and eventually would go down. And most importantly, people will start playing the game again. Even with the new system, everyone who didnt unlock before the update will be working towards unlocking and nothing else since its mission based. So as you can see, everyone will still be hologrinding per say and not playing the game. But only this time, they wont be contributing much to the economy, as they wont need to rely on others except to group with the kill harder marks. I hope I explained myself good enough, because I gotta head out the door. :-)






I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Seth_Ruedo
Mon Apr 26, 2004 3:20 pm
#22

Oh.. I’m liking that Badge revamp suggestion by StarchMonkey! I think badges are fine (don’t love or hate them) just wish they where more manageable.


As it is now, people see a tone of badges and rarely make it down to the Bio area, which I think is a great and underused RP element.

Maybe the answer is as simple as re organizing how they display but this would be a welcome change.
Claothera
Mon Apr 26, 2004 3:20 pm
#23




My 2 cents worth. First of all, my apologies for the length. I have been playing almost constantly since January, and have tried many different professions with different characters. This is my wish list for this game which has become a huge part of my life, and a lot of time and thought went into these suggestions. I fully expect that these recommendations might incite flames against me, but I don't care. I pay to play this game, and with this open forum I have the right to express what I would like to see out of my favorite game:


1. Limit the number of entertainers allowed in a single cantina. This will accomplish several things: a) you might actually find an entertainer or entertainer group in a city besides Theed and Coronet. b) reduce lag. c) reduce lag. d) reduce lag. I am sick of only being able to find people in 2 cities in the game if I need BF healed or need medical attention. Just like a real life night-club, there are occupancy limits imposed by fire marshals. There should only be one (with 20 max) entertainer group at a time in a given cantina.


2. Regular mission terminals provide missions of increasing difficulty based on the skill of the character or group perusing them. Why not have Artisan, Explorer and Entertainer mission terminals do this as well? There should be elaborate and high-reward crafting missions for near-master artisans, and more difficult surveying missions available. Instead, a master artisan can still only get newbie level crafting missions. This seems silly.


3. A Pikeman should be on-par (at least comparable at the master pikeman level) with other elite combat classes, especially because the XP requirements are about the same (if not exactly). The HAM costs are deadly for polearms, and the damage/defense that your average TKM commands puts pikemen to shame. Also, does block even work? I think I get hit EVERY SINGLE TIME during combat, even by lower con creatures and NPCs.


4. More on Pikeman: can we please PLEASE see a couple of additional weapons available? I can't count how many swordsmen I see running around with those cool Scythes. I think it is ridiculous that our elite weapon (the energy lance) is almost impossible to find because it is a rare uber-loot, and if you could find it, it would go for multiple millions. I don't know how people earn so much money. Literally everyone it seems just has millions upon millions of credits to spend. Between cloning/insurance, travel, and keeping my armor pieced together (or replaced), medic/entertainer tips, stims, maintenance on my house, etc. I can never hold on to more than about 50k at a time. And again, the HAM costs and accuracy SUCK for every polearm I've seen. Even still, I love being a pikeman because not too many do it, and it has a subtle bad-ass quality that I can't explain.


5. To further point #2, why not medical mission terminals? Missions where you go out and keep friendly "mob A" healed while they defend themselves from angry "mob B", etc. In addition, why not have random NPCs occasionally wander into med centers needing medical attention (poison cure, disease, wounds, damage, etc). These types of missions, in addition to artisan, entertainer, and explorer missions, should all have a faction flavor to them as well.


6. It should be possible at some point for a player to increase the stats of his/her character. The only reason I say this is because how realistic is it, really, to have a max of say 1300 health, when there are things like Tusken Observers which have like over 200k? Is this realistic at all? Stormtroopers and Tuskens, under all the armor,are still flesh and blood, right? Yet they have like 9k or more HAM? Seriously. Take a tip from other game systems (d20 comes to mind). Make it such that some stat points are awarded to characters to distribute as they gain in skill levels. Now I don't want to see players running around with 200k life, but being able to increase to, say, a total of 3k in a single stat would be realistic to me for a character with multiple career masteries, don't you?


7. Please fix that very annoying and troublesome "vehicle warp" bug. Often times when exiting my swoop bike I instantly warp to like 60m away from the vehicle. Sometimes I park a safe distance away from a mission, full of red aggro nasties, only to exit the vehicle and find myself standing right in the center of the lion's den. On the same note, that silly bug which causes you to scoot across a room while sitting looks exceedingly gay when it happens.


8. PLEASE for the love of all that is holy increase the item limits for houses. Right now they arecompletely unrealistic. I probably have 250 items just sitting around my desk (in real life), and I couldn't begin to tell you how many I have in my apartment. Here are some suggestions: a) resources should not counttowards item limits. Some professions simply require too many different resources to be stockpiled to do them effectively. There is already a good system in place: the crafting station input hopper. Because these items are going INSIDE an item which is already taking up a finite amount of 3d space in your home, items inside the input hopper SHOULD NOT count towards the item limit for a house. And how about making it such that armoires actually hold clothes? Isn't that what they're made for in real life? Clothing, similarly to resources, should not count towards item limits when inside something like an armoire. The same should go for backpacks, containers, etc. Count the backpack itself, but not it plus all the items inside. To balance this, the game could call for increased maintenance prices on the house based on the number of items in it. To go one-step further on the resources, why not have some kind of more intuitive resource management utility? Like a chart that lists resources in your possession or in your input hopper and displays various stats in a spreadsheet like fashion?


9. I am sick to death of seeing spam. Here are3 suggested solutions I have thought ofthat mighthelp with this problem: a) set much higher bazaar limits or remove limits altogether so that people can just drop whatever ridiculously priced rare loot item they want on the bazaar system. Make the bazaars like ebay. Do they set price limits? It might also help bring down the inflation, as some jack-hole who wants to sell the "new AV21 landspeeder" for 7 million will see that others are willing to sell theirs for much less. I often comparison shop on the bazaars before selling items, so that I have a rough idea what things are worth. The inflated economy caters only to the highly elite players and leaves casual players in the dust. b) make rare-loot and quest items untradable c) reduce the number of AP points needed to master a profession, or make AP points available in some additional way, perhaps via NPCs? Or why not have certain types of NPC trainers "take a day off" every once in a while, forcing players to seek out other players to train them?


10. I am not sure about this suggestion, but maybe it would be a good idea to nerf the ability to trade/sell faction points? Seems kinda unrealistic to me.


11. Please make itNOT possible to register/advertise a vendor on the planetary if there is nothing on it. I am SICK TO DEATH of running around the planet and finding nothing but empty vendors, or vendors which advertise to have "uber weapons", but instead have like 2 weapon repair kits and 1 cdef pistol. If someone cleans out a vendor's stock, the vendor should drop off the map until it is re-stocked. This could only encourage a better economy, don't you think? How many real-life businesses would advertise to come to their store, with no inventory?


12. Combat gripe: remove or nerf"kiting" by mission targets/NPCs. The NPCs instead could kite you, but within the radius of the mission object so that it doesn't get reset. Chasing around some NPC eventually causes the mission to reset (i.e. already killed NPCs are suddenly back at full health) once you leave and return to range.


13. Saw this in multiple earlier posts, but thought it was worth mentioning again: make armor require certification. Have you stood at a starport lately? How ridiculous it is to see master merchants and master artisans in full composite armor? I understand people work on multiple professions, but I suspect that many who wear uber armor should need some kind of combat certification to wear it.


OK that is all. Sorry again about the length, but I think I have compiled at least one or two useful suggestions here. Flame on if you feel you must.


Ozzomatli, Trandoshan, and (almost) master pikeman

Corbantis



-----------------------------------------------------------------------------
Polaris Tzadaro, Master Artisan, Master Architect, Merchant
Former Characters: Ozzomatli (Corbantis) :: Saduj (Tempest)
-----------------------------------------------------------------------------
Come by the Five & Dime Mall in Dogma City, Dantooine, Gorath for great deals on armor, weapons, homes, furniture, harvesters, pharmaceuticals, and much more!
-----------------------------------------------------------------------------
Klinsek
Mon Apr 26, 2004 3:29 pm
#24

I am not sure if this has been addressed yet, as I have been absent for a while.

I think most of us agree we would like to see a better use for the faction rankings.

I won't go into long details, but perhaps a re-working of the perks system offering new faction items based on your rank level. I think the possibilities are endless as to what type of new faction goodies to offer. If you had to rank up to get the better goodies it would put some more worth into spending those FP's to rank up. Uniforms seem like a big thing missing, and other faction "branded" clothing. I imagine adding items would be the quick and easy fix to our rank woes.

More cool stuff to own and equip while overt may give the GCW that roleplay boost I feel it lacks. No one even uses faction pets anymore it seems. I remember how cool it was in the first months seeing all these stormtrooper pets vs. rebel marine pets PVP'ing. Now we just have composite armored clones all over the place.

Keep up the good work devs. All the new changes have brought my interest back to the game.




Klin-sek Clydiarc - Crimson Six

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Claothera
Mon Apr 26, 2004 3:34 pm
#25

OK Sorry, one more suggestion.


The main cities (such as Theed) are full of huge, useless buildings. What not convert some of those big buildings into APARTMENTS? Big soaring buildings with multiple floors and RENT? I would love to be able to live and shop in a main city that has pavement and not so many red con creatures wandering the streets. Let's face it: many player cities are just plain ugly and lack any kind of planning. No streets or pavement, etc. Another idea is to havea shopping mall where players can place vendors in cities such as Theed and Coronet? I for one am not a fan of joining guilds. Too much soap opera. This would greatly enhance the solo experience for everyone and may go a bit further to reduce spam. The cities already have the space, don't they? If not, the buildings could have above-ground and below-ground levels, perhaps with varying rent based on size and floor level, just like in real life.



Ozzomatli, Trandoshan, and (almost) master pikeman

Corbantis



-----------------------------------------------------------------------------
Polaris Tzadaro, Master Artisan, Master Architect, Merchant
Former Characters: Ozzomatli (Corbantis) :: Saduj (Tempest)
-----------------------------------------------------------------------------
Come by the Five & Dime Mall in Dogma City, Dantooine, Gorath for great deals on armor, weapons, homes, furniture, harvesters, pharmaceuticals, and much more!
-----------------------------------------------------------------------------
Bryan1138
Mon Apr 26, 2004 3:39 pm
#26






Thunderheart wrote:







DorTaul wrote:


Why not make Rebels who kill Imperial Crackdown Stormtroopers appear on the Bounty Hunter Terminals? The Empire, instead of doing nothing about the 15 Stormtroopers killed in Kaadara, posts a bounty on the head of the murderer. Or, instead of doing this, make the murdering Rebel kill on sight to all other Imperial Crackdown Stormtoopers until he/she is killed by them.


I believe my idea is a good one. Anybody else?




This is a great idea. I'll share it with the team. Everyone reads the weekly dev cycle threads, but I'll send this around for a second look.


I disagree with this being a "great" idea. SWG is a game that was meant to be played either PVP or PVE with the individual players having the choice. I think you will find there are many people (rebel and imperial) that enjoy destroying PVE faction content but have no desire to engage in PVP.


By putting bounties on people's heads because they kill a certain NPC, you have forced PVP on people who may not want it (and may not even know they can have bouties placed on them). If you must add bounties make sure only Overt declared players show up on the bounty list. These folks have agreed to engage in PVP, the rest of us haven't.


And before everyone clammers about not joining one side unless you PVP, the reason I joined was to chck out the little extra game content provided to factions. This change would lock-out content and make the game much less appealing to me. I have not, nor will I kill a character controlled by a real warm-blooded human.





Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

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