Development Cycle Archive
Thread: In-Concept Open Discussion
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
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
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.
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.
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???).
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....
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
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.