Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-22-04)
Druc_Beinad wrote:
When are you going to add a reset for the Krayt Skull Quest?
I'm stuck on the Borvo the hutt protion because I started this quest when it was broken and now that it is fixed I can not continue. I asked a CSR to reset my quest and he said they can not do that.
In fact, the auto-response made it sound like I was trying to scam some loot or the get a free skull.
I personally know people who had this quest reset, so you either have CSR who are doing things they are not suppose to being, i.e. resetting quests, or you have CSR who don't know what they are allowed to do.
I'm not trying to bash the CSR because they have a tough job, but I really wasn't happy with the response.
Anyway, just slap a reset NPC next Borvo so those of us who did the quest when it was broken can finish it.
Thanks.
Thunderheart,
I'd like to suggest a visceral enhancement to crafting that would make the process look more interesting and feel more like Star Wars.
Take a oment, if you will, to remember the scene in "The Empire Strikes Back" where Han and Chewie are repairing the Milennium Falcon as it hides in the asteroid. You see Han holding a protective set of goggles (or magnifying goggles) up to his face while he welds or soders some electronic part, as little sparks fly.
What I'd like to see is this same affect applied to, say, Weaponsmithing, by way of a piece of furniture that, when you interact with it, causes your character to carry out some crafting animations similar to the above.
I'm thinking players can buy a "workstation", seperate from a crafting station (but it would need to be near the crafting station). This would basically be a table with a computer terminal, some tools scattered around on it, and lamp on an arm pointing down to the center of the table. In order to make it work, you must also acquire a crafting tool (perhaps various tools with different bonuses could be added). You equip the tool, target the table and carry on with your normal crafting process. If your character is standing close enough to the center of the table, the animation will fire at the "create item" stage. The anitmation that fire consists of the charaacter holding out the equipped crafting tool over the center of the tabe, and moving it back and forth while blue sparks fly and a crackling, sparking douns is emitted. Throw in a few bright flashes for effect, and voile, you've got an authentic-looking crafting animation right out of the movies.
The benefit to the crafter, aside from the visceral eye candy and coolness factor, would be that a crafting bonus is conveyed for using the tool and tablein tandem. Perhaps a small assembly bonus, or a bonus to a particular attribute of the resulting weaponm could be applied.
You could easily interpret this process to the other crafting professions. For Chef, perhaps the character appears to be cutting up food. For a tailor, he o she could seem to be pusshing pieces of cloth through a high-tech stitching apparatus. Sure, some suspension of disbelief might be needed, but hey, a lot of things in the game alreayd require that, so I don't think it's too much to ask for.
Thunderheart (or any reading Dev), couple humble questions, if I may:
1) Since Publish 8 is the Droid and Combat Revamp publish, Publish 9 and 10 will deal with Jedi, where exactly do GCW and Smuggler revamps fall in?
2)Can any Dev please share withus, the Smugglers,the vision they have for Smuggler Prof.? We have hundreds of ideas (both in Smuggler and In Concept boards), and they are all good and desirable. And more ideas are being added daily, since we have no idea which ones are realistic and which ones are not.
a) Spice up the GCW by adding something that *really means something* to the entire population: a refinery. Cost: 60k faction points.
b) The refinery would be a structure similar in size to a forward outpost, with similar vulnerability window, but you would not be able to donate any defenses to it (such as turrets)... an obvious target that would be worth defending through the use of flanking detachment HQ's and turrets.
c) The refinery would allow a player to input 10 units of some resource, and the output would be 1 unit of refined resource with all stats raised 300 points, up to the existing 1000-point stat cap. The refined resource would be named as such (to preserve resource uniqueness as far as stacking and schematic usage is concerned), for example, "Urgo" as a resource input would become "Refined Urgo" upon output.
d) The number of times a resource could be refined would be limited to 2, but the cost would still be 10 units input to produce 1 unit output. Naming convention: Resource - Refined Resource - Highly Refined Resource.
e) The owner of the refinery would be able to set access permissions to those who would be permitted to use the refinery. One would not have to be factionally aligned to use the refinery, because most crafters are not necessarily aligned, and it would be trivial to use a factionally-aligned friend with which to trade input / output resources.
Consequences of this game mechanic:
1) A reduction on the quantity of resources stored or stocked. I believe that we've effectively hit a plateau in the number of resources that can be harvested, even through the use of cross-server lot-swaps. There's only so much time that even the most hardcore miners can spend managing these lots. Reducing the number of resources stored when refined by a factor of 10-to-1 could be interesting.
2) Good resources are still good. Whenever that 950+CO / 900+OQ polysteel shifts-in, you know it will be harvested and worth something. But all of a sudden that semi-useless 600+CO / 600+OQ stuff ends up being worth *something* more than bantha poodoo...
3) Given the changes in Publish 7, crafters will be able to craft more diverse, limited-edition items (or at the very least, much, much smaller factory runs): all the while reducing the huge stockpiles of resources sitting on vendors and in houses. We won't necessarily have to wait *months* for something acceptable to shift-in (think Chanlon Intrusive Ore, Class 4 Liquid Petrol, crappy Avian Meat... etc, etc...)
5) Gated-stats on resources wouldn't be as much of a psychological downer as they are now.
Thoughts...?
Top Ten questions still on the backburner?
If so, how close/far are you from completing the 'all important' task of Skill Tapes explanations? [sorry, yes there is some sarcasm in the question]
What are your priorities for this week?
Things are getting lost in the noise. It seems that you are being employed to do other things which are keeping you away from the Community Manager post.
Thank you for your time and interest on this matter.
Sincerely,
Bio-engineers should be able to craft these.
Loot camping just promotes too much grief-play (kill stealing, AFK macros, anti-social behaviour, and all-around bad-vibes).