Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-22-04)

NecrozDarksoul
Mon Mar 15, 2004 9:53 am
#14

HOTH



Necroz Darksoul


VLord of Darkness and Slave of WykydV


Druc_Beinad
Mon Mar 15, 2004 9:58 am
#15

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.



- Druc

...has mastered Medic, Doctor, Combat Medic, Musician,
Dancer, Entertainer, Creature Handler, Pikeman, Scout, Artisian, Brawler, Marksman
BigSteve03
Mon Mar 15, 2004 9:59 am
#16

Is there anyway we can shrink the bestine election time to 2 weeks? Having to wait 4-5 weeks for a 1 in 6 chance you MIGHT get a good item is beyond obnoxious.
Akkori
Mon Mar 15, 2004 10:00 am
#17

Anything in the works for Politicians yet? Please dont do them like you did DE byignoring their profession forums (and by ignore I mean never posting anything....not to mention posting something of substance) for 4 months. Its amazing what a couple sentences will do for the mood of the newest profession that is fighting SL for the coveted title of "Most Useless Profession".



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Stardrom
Mon Mar 15, 2004 10:00 am
#18

Please do something about Lowca's economy. Its totally out-of-control! Have you taken a peek at the trade boards of late? Everything that goes on sale ends up being sold for over 1million credits! Any item thats good anyway.


My second character is a master weaponsmith, and I have worked my butt off upgrading my resources to be the best I can possible find, and yet I still cant seem to make weapons with enough 'punch' to compete with all the millionaires. Adding the weaponsmith toolkit was a nice start (although its in my opinion that when worn it breaks my ability to repair items with minor blemishes most of the time, and I was getting a LOT more moderate successes with experimenting) but if I attempt to seek out SEA tapes to increase my experimenting up to 11 points, those tapes sell for like 1mil a point... and then they are bid up to astromonical prices! There is a sale right now for a Wep Exp +6 clothing tape, and the guy wants a buy out price of 14million!! To be able to compete with these #$&* people I would need to break the rules of the game and go buy credits with real $$$ outside the game.


Now im not much of a complainer, and i always try to stay on the positive side of things, but this is unbearable. I dont know if the other galaxies are in this similiar economic state, but Lowca's is... and it stinks!
Strikke
Mon Mar 15, 2004 10:08 am
#19






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.






TH said about 4 weeks ago in the Roundtable "Discussion" that he was going to look into it, but then he never came back with any substantive information. I've been complaining about this since late October/early November, when I got stuck, but there has never been any movement by the development team towards fixing the problem for all of the people who have been gated by the bugs from October & November.




Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

Kelec
Mon Mar 15, 2004 10:09 am
#20

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.






Sgt. Rannd Kaylen
JediKozel
Mon Mar 15, 2004 10:12 am
#21

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.





Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
Kelec
Mon Mar 15, 2004 10:14 am
#22

One other minor thing (I hope).


Please add animations and more clear, diverse sound sets to factories (the kind used t make Weapons, for instance). A visual cue that the factory is producing something would be hugely helpful to the players. As a Master Weaponsmith, I would really find it useful to know whether my set of factories are finished with a run of scopes by simply glancing at them when I step outside my workshop. Perhaps there are some flashing lights when it's in operation, a wisp of smoke, a distinct sound. Any of these would be a big help. I get tons of email from my Player City and sometimes miss important messages, so I've taken to going from machine to machine and checking each one. However, this can be pretty time-consuming.


Just a thoguht



Sgt. Rannd Kaylen
Intrepid1888
Mon Mar 15, 2004 10:17 am
#23

I don't know why the 1-star ninja hit me the last time I suggested something like this, but other than that, there was no feedback. Revised and clarified:

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...?
RotorofCorRng
Mon Mar 15, 2004 10:20 am
#24

TH,

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,



Rotor - Will cease to exist May 3rd.
UndeadBeat
Mon Mar 15, 2004 10:22 am
#25

You guys haven't touched Squad Leader at all since the release date besides the xp change. To me they are more broken then Droid Engineers. When can we expect an overall of this proffession?
Intrepid1888
Mon Mar 15, 2004 10:22 am
#26

[[[[[ Make high quality skill mod loot drops more available...Why Not? ]]]]]


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).
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