Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

LadyLeala
Mon May 03, 2004 9:50 am
#14

Can you allow for easier sorting of schematics in both datapad, and in craft-station view? It would be really great if we could customize the view ourselves, and just have the data stored locally on each client computer.


For example... it would be great if each harvestor was broken down by section, listing the subcomponents right underneath it. If we could custom make these views, it would help crafting a great deal.




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Maeves
Mon May 03, 2004 10:20 am
#15

I think the biggest problem with the game right now is the lack of players to group with. The only way to find a group is through joining a large guild and that is troublesome at times. Especially for players that don't play daily.


I really don't care how the devs do it but I would really like to be able to get on with my semi elite novice combat profession and be able to find a group within 15 minutes. If I am unable to locate a group within 15 minutes to a half hour what normally happens is I play for about an hour, run a few missions, and logout. If I find a group I will stay on for a good amount of time.


Since this is an idea forum I suggest copying City of Heroes in some way. They have a very simple button interface that allows you to advertise your character with basic skill set and allows group leaders to quickly make a group based on available people.


This group advertise would need to advertise group activity, pvp faction alignment and such. It could go further though and doctors and merchants could even form such groups. Also fix it so you can invite someone anywhere in the game to a group and kick anyone from anywhere in the game.


I believe this will be the largest factor for new players to Star Wars Galaxies leaving. The inability to play the game with other people without having to be in a large guild. And even when in a large guild there are other factors that limit ability to group. I personally like the anonymous pickup groups a lot, especially if I can be grouped up in 10 minutes and doing something in another 10.



=============================================================
The Future of SWG through giving players the ability to drive a circular storyline.
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Salporin_Wookie
Mon May 03, 2004 10:29 am
#16

Space expansion multi person craft...


they have said there will be multiperson craft... what they have NOT said is what that will consist of. Will we be able to walk around inside a yt-1300, and run to the turrets when a swarm of pirates attack? Or will you load into the turret possition or the pilot position on the ground and be stuck with that view the whole trip? I know what I want...


~~~wavy dream sequence fade~~~


I want to land the YT1300 freighter Centenial Sparrow on Dantooine and use it as a base of operations for a hunting expedition. I want to take my crew out and shoot defensless rare Dantooine bunnies, and bring the wounded back to use the ship's med bay to heal wounds, or play some holo-chess or listen to music to fix battle fatigue.


When the holds are full of rare bunny hides, I want to be able to shut the hatch and take off into space to take my cargo to market. When we leave orbit and spot a formation of hutt pirates heading for us, I want to order my crew into the gun turrets while my co-pilot calculates the hyperspace jump back to Numanjii city.


As my co-pilot frantically works the nav console, I would be bobbing and weaving and spinning while my crew blasted away with the upper and lower turrets sending hutt pirates to a firey end!


Then I hear "Hyperspace course plotted!" shouted from next to me and slam my hand down on the hyperspace levers and the mottled starlines of hyperspace appear.


THAT would be star wars to me!


~~~wake up and go back to piloting my complex machine speeder that was constructed out of two chunks of metal~~~



Sal Po'Ryn
(pre-NGE)Master Architect,Master Artisan,Master Merchant
(post-NGE) Master Shipwright
SalCo Industries, a subsidiary of SalSlak Corp
Numanjii City, Naboo (Ahazi) wp: -2203, 644
Rhaine Starfal
(pre-NGE) master Creature Handler, Master Dancer
(post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
B-wing pilot - Lancer 5
B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
OnlyMaestro
Mon May 03, 2004 10:31 am
#17

Any chances on making it harder to constantly switch factions?


There are some great ideas floating around GCW Board...such as permanent TEFs, or simply being unable to go from Empire to Rebel, and vice versa. For instance I'm a Rebel Colonel, would the Empire (Vader) really go, "Griffin Shade! I've missed you! Come join the Empire! Don't worry that you've killed thousands of stormtroopers..."



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
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4"Never stop fighting till the fight is done."
- Elliot Ness

NasEscobar
Mon May 03, 2004 10:38 am
#18

TH, when the Smuggler revamp comes out, is anything in concept for Smuggler bounties. Maybe if they fail their smuggler mission or something. If you go to the smuggler forums and the bounty hunter forums, you will see that the two professions really want this in the game.



Kaara Mitake l Korren Mitake
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AFHyper
Mon May 03, 2004 10:42 am
#19

Quoted from this post:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=308396&highlight=limit#M308396

Holocron wrote:

OK, here's what we are going to do in tomorrow's update:
You will get 75 items per lot, instead of 25, up to a max of 250 items per house.
No vendors nor their contents will count against the house limit.
Factory crates will count as 1 volume, not 5.
We realize this doesn't get you all the way back to where you were, but it should improve the situation. A fuller solution cannot be accomplished by the morning, which is why we're only going this far. We want to do as much as we can as quickly as we can.
There are other things that we can and will be doing, but they will take longer.
(Since I am sure someone will ask: why not just roll back the code? Because it was multiple integrations and changelists, and it'd be somewhat hairy. This is safer).

-Raph Koster
Chief Creative Officer,
Sony Online Entertainment
Also, ex-Creative Director of SWG


--------------------------------------------------------------------------------


I am going to make this short and to the point. This will be my 6th week asking, so hopefully I will get a response soon.

What is the "fuller solution" and when can we expect its implementation?
What "other things" are being done to help us out with housing storage?
Can you make some kind of statement to the community about what is being done?
Maybe you should get in contact with Raph Koster and see what he has to say about his statements.


Axiously awaiting your reply

Hyper
AFHyper
Mon May 03, 2004 10:43 am
#20


Here is my idea to keep people from traveling all over creation and find nothing but empty vendors.


  • For vendors that have no items in them for sale: mark them with a cresent moon

  • For vendors that have items for sale: mark the with a sun


This is just implementing the same system that we have in place for cantinas and medical centers. Just taking it one step forward. Should be relatively easy to implement and would not cause any hardship for merchants having to keep resetting global advert on each of there vendors.


Just my idea, hope to see it in game soon

Sincerly

Hyper
TroyBPerk
Mon May 03, 2004 11:04 am
#21

I second Salporin_Wookie's Space Expansion ideas.

I add to them, instanced space craft docking bays that we can use as a leased structure, make private or public, store stuff in and definately see the outside of craft in. Also think space stations and space based residence would be very "Star Warsy" not to mention immersive.


Oh and don't forget the addition of new planets - Bespin (for the sake of Coud City), hoth and dare I suggest again... Coruscant (or at least some pieces of it.) Come on, Space Expansion is such a great opportunity to propell SWG so far beyond any other game out there, it would be a shame to miss some of these features in bringing it out.


Just some ideas



Trippp Lightcaster - Rogue Recon - Starsider
Hegnauer
Mon May 03, 2004 11:40 am
#22

What about Kashyyk? I'd also like to see it possible to go to the forest floor. I'm sure you could add all kinds of lore that way....


RSQViper
Mon May 03, 2004 11:52 am
#23

My questions and ideas deal with the Space Expansion.


1.) For larger ships are we going to be able to have a copilot and gunners? The copilot could take care of shields and power as well as fixing problems that arise from taking hits. Gunners... well, theyshoot things from turrets. Maybe even have copilot be a profession for the SE.


2. What are the 4 professions? I can figure out Pilot and Ship Engineer, but that's it. Maybe the other 2 are advanced professions off of pilot?


3.) Are we going to be able to use a joystick? I couldn't imagine trying to fly a ship successfully with a mouse. Although I would try.


4.) Making ships. What kind of materials are they going to take and how much?


5.) BETA. When are people getting the invite and how many are going to be in there? Is there going to be an NDA? Are people going to be hand-picked (other than the Fan Fest people of course).


I know it's a long way off to Space and there's a lot of work ahead of all involved. I just want to be able to make a difference in the SE and get some high-quality testers and open-minded dvlopersin there so it can be what everyone hopes it can be.




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Fneegan
Mon May 03, 2004 11:56 am
#24

ooooh ya. I like that idea. New vehicles. My view is - the more things Architects can craft - the better.
Fneegan
Mon May 03, 2004 11:58 am
#25

I think, that would be a terrific idea that we can pop the mail out of SWG and into our own email clients. How I'd love to sort them. I'm for it.
Lasombra
Mon May 03, 2004 1:08 pm
#26

Re-posting this until it happens for details on the original thread navigate to the link below and post your thoughts-

http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=162961&page=1


A repaste of the thread with additional information based on feedback-


I admittedly spend little time trolling the boards, so first an foremost I apologize if this has already been mentioned.


I spent some time thinking about what it really means to be a bounty hunter and the word "absolution" was a common theme. You hire a Bounty Hunter to end something, once and for all, right or wrong. Given the nature of online gaming where things have to be multi-instanced and players are allowed to clone and come back, this takes a lot of the flavor away from being a Bounty Hunter vs. simply catching the intended target in a skirmish or a duel and killing them that way...which any combat profession can do...


Ok, so we can hunt Jedi... which is pretty cool, not because we can attack them, cause again... just about anyone can... but because hunting a Jedi down and putting them down for the count gives partial absolution if you cause that Jedi to buy the farm and have to re-roll. Once that goes away, we as BH lose our flavor yet again.


So here's the idea. Give Master Bounty Hunters an added radial option on mark corpses for "Make Trophy". This action createsa carbonite-encased trophy named after the trophy in the bounty hunter's inventory.This trophy could then be taken back to the person who put the bounty out as proof, or forreward, or simply dropped in a home or building structure on display (it would basically look like an uprightstatue just like Han Soloin Jabba's Palace).


Details

+ Goes without saying but this would obviously only work on official bounty missions, not standard PvP, duels, etc.

+ To promote inter-profession dependancies, make it such that a Bounty Hunter has to have a "Carbonite Kit" in their inventory to successfully invoke the Trophy command. Make the Carbonite Kits something that... Master Bio Engineers have to make... then make the creation of the kit require... some life preservation module that requires a Master Doctor to make. You get the idea.

+ If the trophy is inspected it will relay the time of death (easy to implement, just show the time of creation for the trophy) for authenticity.

+ Make it such that the Bounty Hunter had to have done the majority of the damage to the target to be able to claim the trophy. (To prevent pot-shot bounties)

+ The trophies would be no different than having another object in a building structure, thus"lag" should not be an issue.

+ Carbonite does not have to be method used. It was pointed out that in the movies what they did to Solo was risky and not a standard practice. Implementation of this feature could utilize any number of other methods (cryo freezing, etc) to serve as the encasement for the target.



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