Development Cycle Archive
Thread: In-Concept Open Discussion
And why don't we have a forum yet where we, the customers, can discuss what we want to see in the Space Expansion? Especially since we will be the ones buying it (maybe.)
The officials at SOE working on this project have mentioned a lot about how busy they are with Space Expansion, and how it is planned for release in 2004 except:
1. No official trailers showing supposed "progress."
2. No dialogue between developers and customers regarding the desires of the customer base regarding Space Expansion.
3. No requests for Space Expansion beta-testers.
9. We don't have ARMOR CERTIFICATIONS. Jedi and non-combatants running around in full Composite is sickening. Jedi most of all. Remember when they said they wanted to make armor more trouble to wear than it was worth? Way back in the day, during the "official" Beta?
10. Content. There seems to be an extreme failing on the developer's part to capture the essence of what is Star Wars. Yes, they got downall the names and titles. But they got the stories, characters, and events all wrong. It feels like there was a battle to make this game like an Ultima Online or Everquest but with Star Wars skins, in the end. What we get is a sick runt hybrid.
Now, on to some things that I'd like to see inSpace Expansion!
- A variety of ships to fly,not just X-Wings, itsvariants, and TIE Fighters, and still more variants of those. Kyle Kataarn's ship and Slave I come to mind, as well as a host ofother vehicles - all of which I'd like to see players flying.
- Large crews for larger vessels which specific jobs for people on the crew. Radar guy, gunners, etc.
- Explorable interior cabins for larger vessels.
- Privateering.
-Large military fleets.
And some other things for the game in general:
- Cybernetics. Luke had acybernetic hand. Darth Vader was mostly machine. Many characters in Star Wars were cybernetically modified. Even Nym, on Lok, has a cool-looking cybernetic arm! Let characters have these.
- Cooler clothes. Whoever the concept artist was who came up with the Nightsister/Singing Mountain Clan outfits, tatts, etc. - they should be running the Art Team at SOE - SWG. Let our characters look cooler!
- Armor "customization." Very tired of looking at the same suits of armor all over the place. We need ARMOR CERTIFICATIONS first to limit the amount of people wearing stuff. Then we need some sort of one-time palette where we can go in and tweak the look of our armor to a good degree so that we can look different from eachother. Not just in color, but in the "look" too. Special markings, different "styles" of helmet, etc.
-A more interesting and engaging writer for NPC scripts, especially for those in charge of writing for major Star Wars characters.
- A Boba Fett mission series.
- Bring back an SWG Discussion Board! We need a board forgeneral "state of the game" discussion.
The list goes on, but I rest my case... there are many exciting things on the horizon for the MMORPG market. This game was my first hope, but it is not my last...
I don't like the idea that pets behave exactly the same way as droids do. They are handled like killing machines that always do what they are told. But IMO creatures should be more 'alive' and should have a head of their own. Here is my list of what changes I would like to see done to pets:
1. Make dangerous animals really dangerous (to their group, to their master). If a dangerous animal gets hurt pretty much there should be a little chance that it will attack its master and/or group. After that the pet may or may not be tame any more.
2. Pets shouldn't always obey. They should be likely to do something else when given an order. How often that happens (and how 'severe' the deviation from the given command will be) depends on how well-trained the animal is.
3. Pets should be trained gradually. The more they are trained, the more they get used to their master they less chance there should be for any disobedience.
4. Pets should be able to be trained by other things appart from fighting. There should be more different tricks.
5. After a pet has been tamed for the first time (see my comment about gradual training above) it should not be very tame and therefor have a chance of running away when left alone for too long or when frightened too much.
6. A possible idea for gradual training would be to make a creature handler be able to punish or reward an animal after it did something well or not so well (of course an appropriate animation should accompany that...). That would (maybe) include a whole new AI for these pets... so...
7. ... I'd really like to see pets with different characters and behaviour depending on how they were trained. But I know that's a time consuming thing to implement and test.
This way it's more difficult to handle a pet. Maybe people think twice before they mess with a rancor for example. It would be more challenging and include thorough training to get a pet that really does exactly what you asked from it even in a hard fight. (In reallity, only really well trained animals can do dangerous jobs...)
Some additional wishes:
- All animals should react more to people near to them. A guarding tiger-like creature could growl for example if a stranger gets to near...
- It would be great if it would be possible to let your pet act like it is now possible via the /emote command. Since pets don't have a big repertoire of actions their master should be able to /emote what a pet does. For example
/petemote raises an ear.
or something like that.
Just my 2 cents...
IMO This game isn't about combat only.
- Divide Cities into Urban and Suburban areas
- Ban the calling of pets/vehicles in the Urban areas (if possible, make them autostore as well)
- Place high traffic buildings (Starport, Med Center, Cantina) in the Urban areas
- Enlarge the "Marketplace" (banks, vendors, craft stations, and mission terminals)
- Place the "Marketplace" and Guild Halls in the Suburban areas
- "Tax" all transactions in the Urban area in the same manner as with bank transfers
By taxing transactions within the Urban areas you add a (much-needed) money-sink to the game and motivate hawkers and ad-bots to move away from the high-traffic buildings. At the same time, you create an area where those interested in purchasing/selling items can congregate. I'm fairly sure the development of the current bank/vendor areas was meant for this purpose, but obviously that isn't where players elect to sell their wares. A little Imperial-imposed financial motivation will reduce lag for those of us in Coronet on lay-over without detering those that come on a shopping trip.
Tam Darkfell (Intrepid/Infinity) / Vendt Darkfell (TC)
For god sakes someone fix the Imperial uniform hat bug, ya can buy it but you cant wear it, so whats the point right.
Why when not moving can you not loot anything that is in the water ? Why under the same conditions can you not conduct combat ( new thing called naval water amphibious combat, ie Seals). Where are the aqua creatures as potrayed in the Star Wars movies ?
Pets for none CH players need to be reworked as they are now, these pets are for transportation at best, or amusement. Totally useless for combat in any capacity. They should be either level maintained with the ability of Bio-engineers to work their magic raising them in effect to around level 25-30 at least, that way they become somewhat usefull in soloing for a none CH player. That was a very poor thought out nerf btw.
why cant player cities have garages ? In fact why arnt they on the list for the map locations ?
You should think about putting some kind of Jetpack into the game for travelling short distances and for dogding attacks when in combat. That would be exciting. Sam.
Lopai Oikeoc - Gorath
Please make instanced dungeons ala Anarchy Online, Everquest and soon to be City of Heroes. Nothing like the warren mind you but a simple, randomly generated indoors mission that can be accessed from cities. I don't care if you make the pay out stink or whatever, I just think that being able to do a quick mission inside a building or facility would be a great break from always riding out into the wildnerness.
Heck, you guys could even make it so you could ride out into the wild, and go inside a randomly generated base.
Just an idea.
Well if you want a goo dloot idea to replace the crappy cdef junk that is useless to everyone make those thugs drop pazzak cards/decks!
Thunderheart wrote:
ZebStokes wrote:
...Let me say that i DO take the time to read every page of a forum (or at least the past 20) before I post so I have an idea of what has been said a million times before me. That being said... I will STILL repeat some of what was formerly mentioned.
I think just about EVERYONE wants to see Sabbac! I am already addicted to the jubilee wheel, and would also like to see Pazzak (ANOTHER 21 variant found in KOTOR) in Galaxies as well.
So do I
Pazzak is something we're working on, though I dont know when we'll be able to implement it...