Development Cycle Archive
Thread: Publish 8.2 Feedback: Death Watch Bunker
I know my post will most likely be lost among the carnage and never see the eyes of someone that can act on it but here goes my 2 cents. To me the the deathdroid bunker and all are all symptoms of a much greater problem. Them problem of loot. I played UO for years, sifting through the hords of badies to get the best ubber loot to make me more ubber. Just like everyone else. I would sell said loot for millions so that I could buy the super ubber stuff for mega millions. I even flirted with e-bay for the super duper ubber items that sold for hundreds of real dollars.
That came to a screatching halt when I found SWG. Just the fact that 90% of items were player crafted, and the economy was "in check" and I was sold. LOL, I even deleted my UO account without selling or passing along anything. Two and a half years of powergaming deleted just for the hope of something better. Now though, things are beginning to head down the same narrow path. Ubber loot once again, ninja looting, impossible dungeons for ubber loot, loot camping....the list goes on.
The only way I see to save things now is to totally change the loot system and reasons.
1. To create that "end game" for professions, make a "Legendary" class. This would be obtained at10 to20 million xp post master. This might not solve every ubber disire but would make aobtainable goal for continued commitment to aprofession. Thereward to the profession would be thesame as thebest skill tapes found.To keep things interesting for the professions, continue adding new content.
2. New items added to thegame. Stop putting these new items as loot. Get away from the loot mentality. If you want to limit a item. Limit it to a profession. Who should wear this new deathwatch armor?Master BountyHunters and Master Carbineers. There, its limited. Who can make it? Every master armorsmith because all were give the schematic this morning. Whats the cost? Reasonable because everyone can make it. Benefit in wearing it? None really, about thesame as most other armor, but give a variety to your look. New pistol? Master Pistoleer, boom, limited.Wookiee life day stuff...good morning great wookiee a gift has been placed in your inventory, happy Wookiee life day!See the point?
The benefits to adding the items to the game and not to loot are.
1. The new content would be obtainable by all $15 a month subscribers.
2. Eliminates the need to "farm", "camp", "Ninja Loot" providing a much more imersive combat system.
3. Discourages economic ballooning tactics. If I know I need 20 million to get such and such, then I am going to increase my prices, run the highest priced missions bringing more money into the economy ect. Some may even revert to duplication in the quest to obtain ubber status or these high end items.
4. By rewarding masters you reduce "dabblers" and "stackers". You make true master professionals that learn the strenghts and weaknesses of their own professions and can participate in group activities as such.
5. You avoid a loot oriented game! This is Star Wars, not loot wars. Make things challenging, not hard. There is a difference.
Ok, ok. I can hear the questions already. Why do these attractions if there is no reward (you say)? The benefits from doing these things cound be like the tuskin fort. Loot yes, but its novelty loot. After you loot your 200th helmet you'll be giving them away.
1. So one would be, token items. Yes a weaponsmith can craft the new gun but you can loot one for free at the such and such. Maybe genosian wings to use for decorating, or disabled super droids that can be picked up and used for decorating. Token items not usable content.
2. Badges. People will slap thier grandma for a badge that makes them stand out or appear more ubber.
3. Money. Harder spawn should mean higher payouts except for droids. Why would a droid have money?
4. XP. Higher end targets should equal higher percent of xp. Thus obtaining legindary status quicker.
5. Satisfaction/adventure. Many will continue going to these impossible places just to satisfy the adventurer in all of us.
Yes, I know that the loot kiddies would move to another game where they can really seperate themselves from the major player base and call themselves ubber to satisfy the lack of self confidence they feel as teenagers. But how many people is that? How many regular players have left because of the way things are being implimented? People will stay if you continue to provide more "usable" content. People will stay if they have more options not less. And while Im at it. If you join this phylosophy, the economy will improve greatly, eliminating the need for such crazy things as the vehicle repair rate and such. Fix the problems, not the symptoms.
Congrats, you've finally created content no one can beat without major exploiting.
The general consensus of Kettemoor is that it sucks.
Again, my congratulations, you have fulfilled the dream once stated by Holocron about conred content that should never be beaten by players.
On a scale of one to ten, you're in massive negative territory on this one.
You realize the only people who do the Corvette that I know are solo Master Doctors who walk through healing themselves to complete themission to sell the loot right?
What non-intended playstyle is the only solution for this one?
How about some non-combat content? I find it hard to believe Raph Koster worked on this game sometimes. ![]()
Battle droids should be an easy kill, in keeping with the movies, if you must have such continuity destroyers at all.
RbT
thank you for the embarresment, i went to the trouble of lining up what i thought was a crack team of 30 players including 4 doctors. I knew for a fact that some of these players where the best of the best. so you manage to slam us down into the dirt, SOE nice job. I dont understand the logic behind your insanity. people play the game to have fun and enjoy spending time with friend doing fun stuff that is challanging , and he you go am make them all feel like they cant play the game at all. nice job. I really thought i knew what i was doing. until you slapped me down like a dog on the street.
fix it now do make fools out of us.
Removing the Super Battle Droids from there might be a step in the good direction
The sup battle droids, and high level of difficulty allready turned the corellian corvette into a failure (fun-wise), why do the same for the new dungeon ?
I started playing star wars galaxies because it felt like a game that was fun, and where you could build up a character that you could pretty much play alone if you wanted to, and not waste a whole hour (or more) beeing looking for group before you can start anything interesting (which is the reason why I quit everquest).
SWG starts to feel more and more like EQ. I have that sad feeling that tells me pretty soon we'll need to have some kind of tank-healer-nuker/damage dealer group setups.
That's not going in the good direction.
Ok this is really annoying. For all of you people complaining that the devs should put in more content for the casual gamer, LOOK AROUND. The entire game is full of casual-gamer content! If you need help finding it and are too lazy to go exploring on your own, check out these great maps ---> http://www.simantix.co.uk/swgmaps/ There are PLENTY of things that soloers and small groups can do with little or no experience or help.
The DWB is the first quest/dungeon for the truly hardcore gamer. The geo lab and the vette can probably be considered mid-level content, and can easily be done by a single organized group, even without the campers to help in the lab. It took my guild (1 group) 2 attempts to complete the lab...mainly due to lack of knowledge the first time through, and the vette is now routine. In my limited experience in MMORPGs, namely EQ for a year, there are many areas that you can't even access without an entire group of elite players, and have absolutely zero chance of surviving long without a raid force of 40+ players all maxed out on level and with the best gear available. This is what the devs were aiming for in the DWB....the first truly elite dungeon for a raid force of elite players.
Which brings me to my next point. You whiners are all being way too close-minded. Have a little more creativity. Why is every one stuck in the mindset that it should be doable by a single group? No, a single group alongside another single group alongside another, etc... does not help. Why not try taking in, say, 3 full groups, all working together as a team. When you add that to all the other groups and the campers, it shouldn't be too hard, as long as everyone works together as a team. One more thing: This dungeon can't be instanced. If it was designed for one group to complete, it would just be another vette. I for one am glad the devs finally put a REAL challenge in the game.