Development Cycle Archive

Thread: In-Concept Open Discussion

LunaticFringer
Thu Jan 29, 2004 5:28 am
#261

Item Decay needs to go out the window... the need for money sinks is simple... whipe out all the credits... leave all structures in tact and alone for a grace period for everyone to get to a point where they can balance out their living situation again... ie move if they now know their not going to be able to keep that large house with umpteen vendors in it... and more or less reset the economy. This could be percieved as The Emperor's enforcement of a tax to fuel The Empires Strike Back at the Rebels. So, you've got both a technical in game reason for doing and a content reason as well. This puts everyone back on a level playing field... tons of that dupped money is taken out of the picture... and the economy can be give a second chance to be done right and more realistically.


Another idea... since the mission terminals to a certain extent are always going to reach a point where credits throw the game out of balance is to put in a Monthly tax... a percentage of your credits gets taken as tax per month... for anyone with a building... this simply it put toward your housing maintainance.


The plea for a realistic economy continues....



Sincerely,


The Lunatic Fringer


"A lunatic thinks outside the box and lives in one..."--The Boss





May The Goddess Smile Upon You!
LunaticFringer
Thu Jan 29, 2004 5:37 am
#262

Another idea:


Re-open the quests to everyone everytime their modified... at the very least the last missions. That was a low blow that the sweet uber badges like the Jabba theme park got a badge that, guess what, since you did them last month... you can never have unless you delete and start over.


Loads more better loot needs to be out there too... and rewards for said... theme park missions. Though that one has been beaten with a stick and I do believe is improving in game that I've seen. Still needs some more work though... getting there to be sure.


Languages, deffinately, deffinately, need to be harder to get... and Protocal droids need to be the answer to languages for players. You want to understand everyone without having them send you a personal tell all the time... you go buy a Protocal droid and enough batteries to keep him pulled with you all the time... your droid should be subject to being targeted anytime you enter combat against another player too. There... a more realistic player environment is created and gives reason to have an existing in game item there to begin with. I tried not learning languages on a server or two and it makes the game much more enjoyable... also... it actually does force a player to /tell you if there really is an issue that you may other wise simply ignore. It's a good idea I think and I'd like some feedback on it.



Sincerely,


The Lunatic Fringer


"A lunatic thinks outside of a box and lives in one..."--The Boss





May The Goddess Smile Upon You!
Durangoo
Thu Jan 29, 2004 7:50 am
#263

First off let me say that critism = complaints ie whinning is critical to a business, that means unhappy customers, = sales down, profit loss, competition will learn from this increasing their products desirabilty, and sooner or later the product will become economically unfeasable, resulting in its removal, ie no game to play. SWG is a business, its about profits to Soney, remember that. Fewer happy customers, less incoming cash, with inabilty to increase development and improvements. Four used SWG games on a shelf translates into aprox $100.00 less a month in profit from just one small place. Now that said .....


SWG is called an Empie Divided, its a war game in short, PVP by its very nature, so why is it that a player can play as long as they wish being neutral ? Seems to me that after character creation there should be a 30 day online time limit, that after the player must choose either Rebel or Imperial Faction, failing to do this the game will select it for the player based on faction numbers ie 50 Rebels 40 Imperials, they become Imperial, note the player can either resign selection the faction they want with a 24 hour time limit online time or again the game selects the faction again on balancing factors. Remeber, one can always be covert, in fact one could play years as covert as such there is no need for being neutral.


It empoyee's Casino's for gambling, this is fun, however it needs a couple of other things as well, for instance a black market bazaar terminal setup, selling stolen or contraband items from the Empire, of course with discount rates, proper faction required to use or enter the terminals, with the risk of an Imperial NPC raid on the location of the markets. Durring such a raid of course a player found in such a place would be considered if Imperial a traitor and like a Rebel suffer an immediate attack by the raiding enforcement troops. What about bribing ? Maybe Smugglers for instance should have the ability to bribe city officials or any NPC that has a position of some authority, of course this would be a risky venture as the NPC might not take the bribe, report you, ending up with you on a wanted list that falls inline with Bounty Hunter Missions, after you get waxed you start all over with a clean record, the more botched bribes, the higher the bounty.


Might consider a stock market terminal where players can invest in various types of business stocks, Imperial bonds etc. These would fluctuate based on amount of combat in the area etc, availibilty of manufacturing resources ie Tantoone steel, transportation costs and competition from player crafters of that type of item or thefts. Factors might include say for Imp bonds they ratio of military losses or success across the empire, the numbers ratio of Rebels on the planet that business operates on.


Balancing Rebel and Imperial Forcesmight be very easy to do, raids by NPC players on all Rebel or Imperial player cities or facilities based upon over all numbers and local numbers. The higher the ratio of the faction type, the greater the odds, frequency and intensity of a raid by NPC's of the opposing faction. For instance Tantoon say has a 12:1 ratio of Rebel players to Imperial players, the server has a ratio of 5:1 rebel vrs Imperial ratio, raids therefore on Tantoone of Imperial NPC Forces on player Rebel cities would be rather common and intense. palyers would in fact glean many faction points for each raid based upon the number of NPC's they eliminated.


Just a few thoughts here.
Kohhl_Steiger
Thu Jan 29, 2004 8:37 am
#264

I have a bone to pick in terms of Skills and Professions. I find SWG confuses the two very often. A profession where I come from is a job, and although skills achieved may help in that job, those skills, once obtained, shouldn`t automatically appoint you to that job/profession.


For example in order to become a Novice Smuggler, I need to learn Pistols IV and Unarmed IV. I beg to question whether all Smugglers in the galaxy had learned how to use a pistol, and had learned how to fight with their hands. In all honesty, all Smuggling takes is a body to store the goods, mode of transportation, and somewhere to receive and supply the illegal good. It really shouldn't even be tied in with the skill system. Its a job, just like bounty hunting.But in SWG, it seems though that the definition of a Smuggler has been narrowly defined. In addition to this, if I want to slice, or hack a computer basically, I need to learn how to use a pistol and fight with my hands?


There is an odd hierarchy of skills and "professions" here. Not that I am against all hierarchy ... since you generally learn how to shoot a rifle before a sniper rifle ... but certain hierarchy in this game could stand to be removed.


Instead of the current system I'd opt for a more linear and flexible system. Instead of having to learn Pistols IV and Unarmed IV to get Novice Smuggler to learn how to Slice ... you just learn about computers. You don't learn skills to obtain professions ... you learn skills in certain disciplines that will assist you in whatever work you choose.


I'd also opt for instead of grinding skills to become the profession of Smuggler, you just go about obtaining skills such as how to use a pistol, or how to operating mining equipment, or hack computers... and leave the whole profession/job aspect out of it. The idea is not to tie anyone in to a rigid structure. I shouldn't have to be a Master Scout/Master Marksman and use Carbines, Pistols or Lightning Canons to be a Bounty Hunter. In all seriousness, I should just be able to have to kill my mark. If you are an Iron Chef that can bake up a meal that will kill a man, go ahead and be a bounty hunter!


Now I'm not advocating throwing out the entire system. Skills like Marksmanship/Rifleman/Pistol etc are right on base, because they make sense. They say "Thisis how you become proficient with a pistol, learn these 16 boxes". But the "professions" that tie in so many disciplines under one roof need working.


Now to prevent people from learning to many disciplines, I wouldn't use a grinding system. Grinding sucks. I'd use a system where upon if you weren't active daily in a certain activity, you would lose proficiency. For example, I can learn how to use computers fairly quickly (less grinding) but if I don't touch or see a computer for a year, I'm going to need to brush up on my skill (boxes that have eroded)





Chief Warrant Officer Kohhl Steiger
1st Special Operations Group - Death Knights
Imperial Special Operations Command
Mojowookie
Thu Jan 29, 2004 8:37 am
#265

Since there are alot of posts, I am not going to read through them all. I will however post some things I think will make the GCW more interesting:


1.) Buildings will hide people. Basically if you are in a building, you don't show up on a players radar (or overhead map)until that player enters the building. And vice versa, you can't see things outside the building if you are inside (for simple balancing'ssake)


2.) Portable radar jammers. This could be a highly complex 1-shot device that can negate the player radar (and overhead map). It could have a duration of 30 seconds to 1 minute. This would work well to through an enemy into chaos. The affects could also include not being able to TAB to a target, but actually having to click on them or rely on auto-attack. Because of this the duration would have to be very short. It could require a large amount of resources to makeand crafted by either Master Artisans.


3.)...crap... lost my train of thought and didn't think towrite this stuff down. I will post the additional stuff when I remember itand write it down.





Vilentia Novaflare: Lady Scourge and Warrior Fashion Goddess
~Saving the galaxy in style!~
Doctor/Combat Medic of the Scourge
"May the Fashion be with you... always."
Kohhl_Steiger
Thu Jan 29, 2004 8:42 am
#266






LunaticFringer wrote:

Languages, deffinately, deffinately, need to be harder to get... and Protocal droids need to be the answer to languages for players. You want to understand everyone without having them send you a personal tell all the time... you go buy a Protocal droid and enough batteries to keep him pulled with you all the time... your droid should be subject to being targeted anytime you enter combat against another player too. There... a more realistic player environment is created and gives reason to have an existing in game item there to begin with. I tried not learning languages on a server or two and it makes the game much more enjoyable... also... it actually does force a player to /tell you if there really is an issue that you may other wise simply ignore. It's a good idea I think and I'd like some feedback on it.






That I've been advocating for months. Its also one of the "disciplines" (communication/comprehension) that I would make an actual skill to learn in-game. I find it a collosal waste of someones time to put in the different languages, and then have everyone so easily learn them.


You should have to put skill points into learning languages. I think the effect would be that people either purchase protocol droids, pick up an extra language, or stick together with their own species. Either way it would be fun.





Chief Warrant Officer Kohhl Steiger
1st Special Operations Group - Death Knights
Imperial Special Operations Command
CheeseBurgerAnimal
Thu Jan 29, 2004 11:17 am
#267

Here's a Concept.


Why not have the Dev team focus on fixing all the known bug's. Delay and further development until these things are fixed. And give it time to make sure they got fixed and didn't break something else as well. Like the DataPad UI upgrade. I like the new colors and stuff but I still cannot read the name of a waypoint thats activated. This is a simple and easy fix, the bug was created when u did the last DataPad revamp (2, 3 months ago???).





- I support Mindless Fanboi's. You Can Too

Colonel & Hero CheeseBurger "I just saved money on my cloning insurance!"
Musician CheeZeBurger Solar Flair
Tarquinas

Tybar
Thu Jan 29, 2004 11:31 am
#268






CheeseBurgerAnimal wrote:

Here's a Concept.


Why not have the Dev team focus on fixing all the known bug's. Delay and further development until these things are fixed. And give it time to make sure they got fixed and didn't break something else as well. Like the DataPad UI upgrade. I like the new colors and stuff but I still cannot read the name of a waypoint thats activated. This is a simple and easy fix, the bug was created when u did the last DataPad revamp (2, 3 months ago???).








I found that by adjusting my object size in my options screen i was able to get the names of the WPs back. Also, while they were "gone" i would just hilight them and look in the other window for the name - just a bit of a work around....



aURabyt Romrani v Tevia RomraniUb
iImperial Creedi
AKA Tybar, the Cross Dressing Wookiee from Tat.

A in memory of Jolo Darmist, Duncan-Idaho A
sweatyclimber
Thu Jan 29, 2004 11:44 am
#269






WolfwoodCross wrote:

Star Wars Revamp - Take 2

This is all Blue Sky thinking here ^_^


I've been thinking alot lately about the overall purpose of SWG. WHY do I play it? To live in the Star Wars Universe, to be sure, but that is only a novelty, and it wears off quick. What is the purpose of spending my time "leveling up" my character? There is no end game, and the GCW doesn't even exist. There is no "game" to support the "novelty." So what is the point?


The ideas I have come up with are not as lofty as some of my original ideas, though some do remain. This is simply another take on SWG, being a balance of the GCW, the Economy, and Player Interaction.


The first thing I must explain is that I believe there should be two seperate sets of Skill Points, one for Combat and Support Profs. and one for Tradeskill Profs. There should be enough points to master 3 combat/support profs. and enough to master 2 tradeskill profs. Keeping them seperate will help to stimulate Tradeskilling among players who were previously worried about risking time and skill points into Tradeskilling, and will allow players who have grown bored with tradeskilling the option of becoming a little more active without giving up their tradeskilling abilities. Every player will start with the Artisan Tradeskill Prof. and will have the ability to gather resources. Gathering resources is KEY to this take on SWG.


Resources should be the hub of the economy. Nothing can be made, bought or sold without them. The Galactic Civil War and the economy should both revolve around the control of planets and there resources. Each Planet should have it's own unique resource that can only be mined from that planet. Players can then go and mine resources from that planet, but to do so, they need to be flagged by a factional NPC. This means that only players of the planets controlling faction will be able to mine there. The only way a player can mine on a planet when they are not a member of that faction is if they are a Smuggler, or flagged to mine by a Smuggler. As a balancing factor, illegal mining will give you a TEF that will last from the moment you are flagged to mine to the moment you are off planet. Players can still build resource harvesters on a planet, but if you have a harvester on a planet that is of an opposing faction, that harvester is now able to be destroyed by other players. The same goes for housing and player cities.


There are two ways to gain control of a Planet. The first is to take on Missions from a Factional Mission terminals located on the disputed planet. The Faction with the most successful Missions *at any given moment* is in control of the planet. The second way is through PVP combat on Battlefields. Once again, the faction with the most kills on a Battlefield located on the disputed planet at *any given moment* is in control of the planet.


If this were to be implemented, the gameplay would stay the same, but now a dynamic purpose would be added to SWG that any player from Novice to Master can participate in and have an equal part in affecting the Balance of Power in the Galaxy.


Balancing factors in the game need to be tweaked a little, but the most important would be the addition of the Hutt faction, which from what I hear has been the plan from the beginning. The sooner this is implemented the better. A third faction will balance this game far more than ANY static faction perk or nerf.


Another balancing factor, from an economic sense, would be to remove the monetary rewards from Mission terminals. The Tradeskill economy, and specifically the resource harvesting, should be the only economic factors in the game.


And certainly many Profs. and their abilities need to be reworked, simply from a combat factor. The game simply loses something when a player can grind to become a God Template.






i really love your idea of planet control for resouces ect... while ppl dont have to pvp they will want to "root" for a side or else need a smuglers help to haul resources to them through the fraction in control's net its a great idea i dont like the idea of the multi prof's tho i like the proffession system but the planet control would offer more teamwork and rooting for a side and i certainly do not like the idea of destroying pc citys... now maybe doing something such as having to follow a set of rules that the fraction imposses (to a degree) woudl be ok and feel more war like



Cheers,

famousFATWOOKIE
Master musician, Master entertainer of Mos Oasis
-I support ATK people and playstyles.
Find FFWB Here!A SWG History
Wise_Old_Jedi
Thu Jan 29, 2004 11:50 am
#270

1. I'd like to see an Enhanced Insurance GUI. Something like filters so I could better choose what I want and don't want to insure. Like a Filter Armor button. Also, I want it to be made easier to pick and choose, as it stands now you have to open the window multiple times to specific items.

2. Spice up missions. How about some timers that countdown and if you finish the mission with time on the clock you get bonus cash. So basically if you take a mission the time starts counting down from X minutes. If you complete the mission with say 14 seconds to go, you get 100 credits for every second left on the clock. Also, maybe there can be penalty time too, say if the timer runs out before you finish, then the clock will start counting up how long it takes you to complete the mission, and then take 100 credits away from the mission's reward for every second it takes you to finish. Of course make these another type of mission, don't change them all to this format.

3. I'd like to see Missions where you are given X amount of time to kill X number creatures. Basically the mission would send you to a hive and when you got there the time would start, and then you have to kill as many monsters as possible in the time allotted. Every creature you kill is X credits applied to your total. When the timer runs out the hive is destroyed, and you are rewarded with what you managed to kill.

4. A non combat mission that sends you to deliver an item to another player. Basically you get a mission and a Mystery Box, the only person who can open the box is the player that it is for. Now the mission will only tell you the contact is in X city. So the player has to go to X city then when he gets there, the game can select someone to give the present too. That way once there the player can message the other player. Once the item is transferred the delivery player gets his reward and the reciever gets a little trinket (firework show or tasty sausage), plus maybe he gives the delivery guy a tip.

5. An idea for a money sink is bribing politicians. Every planet has these harvesters belching smoke and waste into the air. The planets politicians should be asking the owners for compensation to fund clean air policies. Players can get emails, that says "Senator Jim needs to see you at the City Hall to discuss a matter of great importance." then Senator jim gives the player the option of tearing down his harvestor and losing everything in side or greasing his palm to look the other way. Of course if the player chooses to ignore the emails after say 3-5 warnings the Senator eventually orders the harvestor removal. This could also make player run towns more player friendly since they wouldn't punish people for harvesting on their property.

6. Lastly I want to see the ability for male and female characters to wear any kind of clothing, except maybe wookie gear. As it stands even though the character models are essentially the same, males can't wear all the skirts. Which just limits my male characters cloth options.
Gatgatsugatling
Thu Jan 29, 2004 12:30 pm
#271



class=MsoNormal style="MARGIN: 0in 0in 0pt">Honestly the force sensitive slot should open on your existing character first off. Second I agree with the other people on the forum that their should be Combat skill points, Domestic skill points, and Force Skill points, but unfortunately the skill treesneed to be expanded upon so that the novice skills are the basic skills you need to survive in Star Wars. Advanced professions for instance Politician, Elite skill like Riflemen, and Hybrid like commando. Their should be expansions off the hybrid for example commando and then a artillery is a tree on its own with mortar etc., but have the commando artillery tree just be propellant weapons like Rockets, Missiles, and Flechette launcher. With this have an advanced profession isEnforcer which has no real combat abilities but the one tree is investigation for Bounty Hunter,another is PoliceEnforcement. Lastly Jedi should be able to cross with the weapon Melee classes. Jedi one handed lightsaber should be useable in fencing but only by a Jedi but this works for all the melee weapon trees not unarmed.

WolfwoodCross
Thu Jan 29, 2004 1:51 pm
#272

Star Wars Revamp - Take 2

This is all Blue Sky thinking here ^_^


I've been thinking alot lately about the overall purpose of SWG. WHY do I play it? To live in the Star Wars Universe, to be sure, but that is only a novelty, and it wears off quick. What is the purpose of spending my time "leveling up" my character? There is no end game, and the GCW doesn't even exist. There is no "game" to support the "novelty." So what is the point?


The ideas I have come up with are not as lofty as some of my original ideas, though some do remain. This is simply another take on SWG, being a balance of the GCW, the Economy, and Player Interaction.


The first thing I must explain is that I believe there should be two seperate sets of Skill Points, one for Combat and Support Profs. and one for Tradeskill Profs. There should be enough points to master 3 combat/support profs. and enough to master 2 tradeskill profs. Keeping them seperate will help to stimulate Tradeskilling among players who were previously worried about risking time and skill points into Tradeskilling, and will allow players who have grown bored with tradeskilling the option of becoming a little more active without giving up their tradeskilling abilities. Every player will start with the Artisan Tradeskill Prof. and will have the ability to gather resources. Gathering resources is KEY to this take on SWG.


Resources should be the hub of the economy. Nothing can be made, bought or sold without them. The Galactic Civil War and the economy should both revolve around the control of planets and there resources. Each Planet should have it's own unique resource that can only be mined from that planet. Players can then go and mine resources from that planet, but to do so, they need to be flagged by a factional NPC. This means that only players of the planets controlling faction will be able to mine there. The only way a player can mine on a planet when they are not a member of that faction is if they are a Smuggler, or flagged to mine by a Smuggler. As a balancing factor, illegal mining will give you a TEF that will last from the moment you are flagged to mine to the moment you are off planet. Players can still build resource harvesters on a planet, but if you have a harvester on a planet that is of an opposing faction, that harvester is now able to be destroyed by other players. The same goes for housing and player cities.


There are two ways to gain control of a Planet. The first is to take on Missions from a Factional Mission terminals located on the disputed planet. The Faction with the most successful Missions *at any given moment* is in control of the planet. The second way is through PVP combat on Battlefields. Once again, the faction with the most kills on a Battlefield located on the disputed planet at *any given moment* is in control of the planet.


If this were to be implemented, the gameplay would stay the same, but now a dynamic purpose would be added to SWG that any player from Novice to Master can participate in and have an equal part in affecting the Balance of Power in the Galaxy.


Balancing factors in the game need to be tweaked a little, but the most important would be the addition of the Hutt faction, which from what I hear has been the plan from the beginning. The sooner this is implemented the better. A third faction will balance this game far more than ANY static faction perk or nerf.


Another balancing factor, from an economic sense, would be to remove the monetary rewards from Mission terminals. The Tradeskill economy, and specifically the resource harvesting, should be the only economic factors in the game.


And certainly many Profs. and their abilities need to be reworked, simply from a combat factor. The game simply loses something when a player can grind to become a God Template.

Crawler
Thu Jan 29, 2004 2:06 pm
#273

What makesthis game kinna suck: Experience gained after mastering a profession is basically useless. It takes relatively little time to complete a template, after which you either pour exp into a black hole or forget what you know and move on to a new template.


How to fix this issue: Alternate advacement (A La EQ).



Snergle - Shadowfire

"Who wants some Rodian love? Come get it while it's HOT!"

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