Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 2-16-04)

mesome
Tue Feb 17, 2004 1:42 am
#261

Here's my idea: Have one, maybe two, JEDI FREE servers. No FSS to be unlocked, no jedi to be had. I know there are players out there that really wish PC jedi were not in the game mush less 200+ per server. Whatever happened to rare? Not a day goes by that I don't see more and more screeshots posted in my servers board of more and more jedi. Some one else described it pretty well (can't remember who). They bluntly said that within a few more months, at the rate people are unlocking their FSS this game will end up looking more like Knights of the Old Republic thanthe starwars game that I wanted to play. Oh well.






Nashemon wrote:


Been looking for a place to post this, but I guess this will have to do.


Subject: Are Exploration POI badges really encouraging exploration?


I haven't visited a single POI ever since they started spamming me with exploration badges. I avoid them all like the plague, and I'm getting tired of it. What if the Devs decide to put something useful on top of one of them? I can't get it because I care about my badges and my character. I don't want a non-reversible side-effect DOT on me for trying to get something. It's not worth it to me. Please remove exploration badges from the game. Thanks.







I'll drink to that Nashemon. Hell, I got the Theed Waterfall badge the other day when I loaded into Keren! I wasn't even in the right city!!!!! The expolore badges are just stupid. Badges should be something that takes alot of work to get not a trinket tacked onto my charachter because I cloned at the Imp outpost on Talus.




Bloodfin
Prolux Wolff (Master Doc / TKM) That's my template and I'm sticking to it.

HoKieVT - "I am having a Jaedewitch is stupid day."
BigLands
Tue Feb 17, 2004 3:58 am
#262

I'd like to suggest somehting relating to armour and defence.

Simply put, armour should make you easier to hit and less easy to damage.

At the moment, wearing armor, you still have all your dodge and other defensive bonuses.

This doesn't make sense - unless I'm very much mistaken all that heavy composite (even sliced) should slow you right down and make you a bigger target.


My suggestion works basically like this -


Classfiy Armour levels as


None -

Light

Medium

Heavy


With increasing negatives to your defences and increasing damage absorbtion.



Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
BigLands
Tue Feb 17, 2004 4:04 am
#263

Sorry - forgot to add the other bit



Current armour requirements should be reduced to compensate for the fact that armour reduces your defensive skills according to its weight.


This would mean that certain professions might also gain skills in types of armor that reduce the negatives and stat requirments - Commando's, BH's and most of the Weaponed melee classes.


Other classes might then gain greater bonuses to their defences - TK, Pistoleer etc to reflect their lower reliance on amrour. You could even work towards class specific armour variants - ie Heavy Composite for Commandos


To sum up - Armor absorbs damage but makes you easier to hit, though it requires less stats to wear


Being unarmoured and unencumbered makes you a harder target but you take full damage when you're hit.



What'chya think folks?








Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
Noxther
Tue Feb 17, 2004 4:34 am
#264

I want to know when we can expect grouping systems in SWG... or some information to why the DEV's dont think we need that...


We had alot of nice options in beta (didnt work but the tought was there). But now nothing...


I was just reading about EverQuest II and how much work they are putting in to making good grouping system. This are some quotes from Senior Game Designer Tom Wells at SOE working on EQII:


Tom Wells:"...the group leader has several looting options at his disposal, including free for all, leader only, and lottery."


Tom Wells: "Another change is the introduction of locked encounters. When a party engages an opponent, that encounter becomes "locked" to that party. A locked encounter cannot be joined by other players unless the party chooses to unlock it. To do so, someone within the party simply yells for help. The group leader determines which party members have the ability to unlock the encounter. "


Please please please.... right now the game is way to friendly to all players that dont care about getting a bad name. (they dont even get a bad name cause they are just playing the game as its built)





-- Ixon Claws --
Master Smuggler
Master TKA
Rebel Colonel
Zsezsmor
Tue Feb 17, 2004 6:08 am
#265

I would like to see more social dynamic events. Right now all is focused soo much on combat. Combat is nice but... gets boring if that is the only thing that is offered. The game do not encourage social activities IMHO, since there is not even a graphical way to see if anyone is drinking or eating.


A social event for me would encourage players to contact each other and involve different professions.


Ex: A terrorist group causes a disease outbreak in a city - thus doctors is called for to help out and only by a combined effort are the disease under control. If they fail the city is sealed for a few days/weeks due contagious disease (and it should be contagious). The terrorist groupreceives a bounty upon them and bounty hunters are called to catch them. Due to that the members are not known it is not possible to use biological signature right away. The bounty hunters mustfirst find out a member list and thenfind aDNA sample of any one member. If they fail then the terrorist group might strike again. Entertainers might get to hear gossip about the group in certain cantinas and can thus help the bounty hunters.


Those who help out a lot (what that now is)is recognised by a honourable title or a nice piece of equipment (has to be special, unique).


Another idea is to have migrations of creatures. A town on Dantooine, Darjani for example, receives a message stating that a huge group of Voritors is on the move. Reason unknown (can be the follow up event). Unless the citizens defend their town the voritors will destroy something, like a house. The message is sent three-four days ahead to the mayor and the militia so that théy can mobilize the defence. This migration can occur random on different planets or just on a few planets.



And/or there should be events that are profession specific, like a random number of Commandos gets a call for a mercenary job on Lok to drive out a Kimogila pack, every month there is a chance that a restaurant recieves a star ( every star represents something like decoration, what is offered on the menu etc), Smugglers could get a mail requesting them to got to the local bar for a work offer with a customer. Architects could be called for an purchase from a city to develp a med center or to rebuild a block. The architect with the lowest bid (which is the lowest reasonable (lowest possible shall be random set to avoid 0cr bids)) gets the job. That section is then redecorated and the architect can set up a sign with his/he name during the construction phase. etc etc


Give the players something is more dynamic and not for everyone. Now every rebel can work for Leia, Han Solo etc and every imperial can work for the Darth Vader and the Emperor (?). To me it would be more fun if I would do a lot of work for the rebels and then one day I recieve an e-mail stating "Be at (X) at (time)" for a special mission that only I and a few others would receive. Then I would meet new people who also have been doing a lot for the rebels.


To determine who would receive the mails can be random all who have RPG for social events that not always are about killing something or random all for other appropriate situations.



toddraptor
Tue Feb 17, 2004 6:46 am
#266

Ideas about SWG inventory (devs check plz)


Is my opinion that the inventory of SWG can be improved, because usually is a mess and has no dynamism. So, i want to share this idea. I hope it can me usefull for you.

The system will work like the actual chat system. An option to create new "rooms" will be available with the right button of the mouse. You can also move this rooms and change their names to create the best organization. The following images explain my idea.



This is the main window, and the menu to create more tabs.

http://www.iespana.es/toddraptor/inventario1.jpg



Here a weapon in the general tab. So we move it to the weapon's tab.


http://www.iespana.es/toddraptor/inventario1b.jpg



If we go to the weapon's tab, we can see the the weapon that we just move.



http://www.iespana.es/toddraptor/inventario1c.jpg



This is the armor's tab.



http://www.iespana.es/toddraptor/inventario2.jpg



I hope you understand that my purpose is just to make the inventory a better tool to work with. If anyone all ready says something similar or you are all ready working on it, my apologies. I'm just trying to make SWG better in every aspect

toddraptor (radiant server)



Malaleche, Master Smuggler, Master Armorsmith.


Kwak, Dark Jedi Knight.
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