Development Cycle Archive

Thread: In-Concept Open Discussion (7-5-04)

Agile-Ahazi-
Wed Jul 07, 2004 5:07 pm
#313

1. Wookies.. I think there needs to be more incentive to play this species, they don't get too much in the way of armor either. When dual wield comes out, I say give wookies dual wield for 2 handed weapons, and let them be the only ones to have that ability with 2 handed weapons Wookie with 2 scythes would draw alot of players.


2. Vehicles and Vehicular combat..


Why are Speeders not in the game yet (Sand, Snow, ETC.)? Why is the ATST not a vehicle? Why is the ATAT not in the game?


The Speeder what the Rebel's main defense vehicle. They used it in all climates.


In The Empire Strikes back, han asks an mechanic when the speeders are going to be ready. He says he is having some trouble adapting them to the snow. Please get speeders in the game as the rebels' main vehicle, and make the ATST and ATAT available for imperial players.


Thanks
Buckinham
Wed Jul 07, 2004 6:14 pm
#314


I'm new to this forum thing, so if I have posted incorrectly please let me know.


I think SWG should have more looting available. In other games I have played one could journey where one pleased and come across different monsters or crazy bandits and get cool stuff from them (I wouldn't want monsters to have weapons or armor for looting, but you get the idea). To me doing this was a lot of fun, you didn't have to have mission, quest, or anything set up you could just go on your own adventure and come back with some cool items. Now I know that the whole looting thing in SWG is different because if you have too much then artisans are out of a job. Let's say, though, that artisans are needed in order to use the looted items. For instance, if you loot some armor you might need an armorsmith to tailor the armor to you. Or, if you get a weapon you would need a weaponsmith, or smuggler,to bypass the finger-print registry of the weapon. It doesn't have to be combat oriented items either. There's an endless list of items, all of which would need the help of other professions to use. I think this kind of system would make the game a lot of fun and more rewarding. It would make for great stories as well, such as, 'I got this gun from a crazed rodian that attacked me on my way to the cantina.' I'm sure other people could come up with better stories, but you can see what I'm talking about. The looting kit that recently came out was a good idea, and if we had the before mentioned way of looting also then a PC could have a fun and rewarding non-mission adventuring experiance.


Another idea is to create a way for PC's to make there own in-game books. That way someone could write stories about their adventures, or make an essential handguide for the Tatooinean wilds, or a PC directory, or whatever anyone else can think of. This would be a fun addition that would be another thing that is unique to SWG (I think, at least).


If anyone has any further ideas concerning the before mentioned concepts, then post your constructive thoughts.



Buck'e O'Hare Gorath Server
MrRandomDude
Wed Jul 07, 2004 6:38 pm
#315

I didnt know where else to put this so Im just throwing it in. LETS GET RID OF AFK Macros. I say as soon as you go to AFK your macro dumps. While im sure people will disagree, screw em, let em work for a living. I try and sit there, not afk mind you doing something simple as meatlumps and I have to compete with some guy whos home PC is on while hes at work for 8 hours. What the hell do we need to be able to run macros when AFK anyway? Whats the point of even playing the damn game if you're not playing? It becomes a test of who has the better macro not who has more game.
heterobobjohnson
Wed Jul 07, 2004 8:53 pm
#316

I'd like to see a server where Star Wars continuity is followed. Specifically, no Jedi. I might actually uncancel my account if one was opened.



H
Hahnsel
D4rk-J3d1
Wed Jul 07, 2004 10:46 pm
#317

Dunno if this has been mestioned before most likely it has. I woudl love to be able to get Imperial Scout armor., at a Lower faction points cost becuase obvisouly it offer less protection than stormtooper armor does. Please add this to game! If you like this suggestion please support it!
goldflame
Thu Jul 08, 2004 12:27 am
#318





I


We have the Imperial Crackdown........Now we need a JEDI CRACKDOWN - Vader's REVENGE (and some Rebels agree)


I want to discuss all the Jedi running around OVERTLY.....I think this is completely out of place for the current timeline of the game and feel that SOMTHING MUST BE DONE... With the Imperial crackdown, Rebels no longer run around OVERT, at least not as much without facing some serious consequences. I am a Rebel and agree completely with what has been done with scanning for contraband and the like... I think this should be done for all the 'yea-man' Jedi who just go around in robes and show off in starports and the like. This past July 4th weekend allowed me to play a lot (thanks the gaming gods) and I really got fed up with some of these wanna-be-overt-jedi. I know that I am not the only one that feels this way so I figured I would post about it.


My suggestion would be to use the same sort of scanning used in game now or even no visible scanning at all.. The scenario would follow something like this:



Overt Jedi (Dark or Light Side) will chance having a landing party drop down and engage them in battle (possible incorporation of Bounty Hunter mission terminal cross-referencing from a coding standpoint). These should not and cannot be the normal Imperial Troopers but instead should be a legion of Dark Troopers or even Royal Guards with Krayt dragon style HAM. The Jedi should also not be allowed to flee the area as this landing party should come as a surprise. The great kicker will be a final dismembarkment of Lord Vader himself from the shuttle and engaging the would be overt Jedi (Death will come swiftly). After all, he is assigned the destruction of all Jedi (Dark or Light) by the Emperor himself. This Death should also have some impact to the OVERT Jedi as faction missions have on Imperial and Rebel alike….the loss of Jedi faction or even go as far as XP in the skills trees.


This can also serve as a check and balance system for Jedi and combat gaming.


Now I already hear the whining from current Overt Jedi from all the server galaxies….."that’s not fair…" Hey! The developers took out permadeath for you Jedi already and most of you have abused the privilege of being a Jedi.


There can also be a reward system put in place for those Jedi who stay covert and covet what the have been privileged with.


Any Comments……?




"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class.So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change.If you want to go from architect to scout we've created a system to make that happen." - JULIO TORRES
JaydenAlejandro (MDoc/TKM/Nov.Swordsman)/Kirith Sarin (CH, Ranger)/Eido (Chef,Artisan)
Order of the Dying Knights/Citizens of Purgatory, LOK
Cyc66
Thu Jul 08, 2004 12:49 am
#319

DeathLemur I want this system too. I just started playing Final Fantasy XI not long ago and while the system isn't exactly as you described it, it's very close (Sellers put items on the auction for a set price, buyers make a bid. If the bid is equal or higher than the auction price they retrieve the item for the price they bid). There's also a price history of the last 10-15 sales so you can see what the going rate is for the item you want to buy.

The important thing is that if there are 10 of the same items for sale, there is no indication on who is selling what, and the cheapest item always sells first.

Turnover is generally very quick if you price properly, it's very easy to sell things. This system is much easier in FFXI since there are no unique items in the game. It's also required since gil is so hard to come by and you are constantly swapping your equipment for something more appropriate for your job/class.

I think all the non PC crafted items should have a real commodities/auction style way to sell them.

Resources should be sold similarly to commodities/stocks in the real world. (With as much or as little detail as the devs want to give it). Any other generic item (any item that isn't player crafted and has no unique attributes) should be able to be sold on an auction system also (that has no 6k limit).

One more thing. I think the Commodity terminals should be handeled by Merchants only. (What skill.. master? I don't know..) They get commission for ever sale made through their terminal and through every batch of resources listed.) They should be able to set the commission to whatever they want. They could charge a commission of 1cr/100units. I also think there should be a levy by the galactic trade commission.

While your at it, remove all the auctions and turn them over to the merchants, removing the 6k limit at the same time.

Resources should be able to be retrieved from ANY terminal. Items should be retrieved only at the terminal it was listed at (or delivered for a fee).
Thyriel
Thu Jul 08, 2004 2:56 am
#320

adding acalculator (like u call notepad with /notepad u coulda call this with /calculator or /calc), some basic functions would be enaugh, especially crafters often need those to calculate factory component amounts and so on

Ramses1
Thu Jul 08, 2004 3:18 am
#321



Simple, Nerf-Free Jedi Balance - The Jedi Code


Jedi within the Star Wars universe are supposed to be the top of the food chain, but this conflicts with balanced game dynamics in a role-playing game. The resultant paradox can't be avoided because PC Jedi are a product promise for SWG, but it can bedealt withby taking a tip from the old Star Wars table-top RPG in its handling of the PC Jedi and instituting a code of behavior for Jedi (which, coincidentally, is in-keeping with increased "Star-Warsy-ness", since there is actually aJedi Code). In brief -All Jedi are very, very spiritually "in-touch" individuals (which is the source of their power) and failure to use the powers they command in the appropriate way invariably results in some serious negative effects for Jedi who act inappropriately since they are unbalancing the source of their power itself.



Salient Details


One of the biggest problems with Jedi in a computer RPG is that the people most strongly driven to "win" a Jedi character are also those players most likely to behave in an un-Jedi fashion, which unbalances the game and destroys the "Star-Warsy-ness" of having Jedi in the first place. To reduce the actual power of the Jedi would not be in keeping with the feel of being in the Star Wars universe, but leaving them overpowered opens the door to unfair play and abuse.


A simple code of behavior would heavily discourage whimsical abuses by PC Jedi while otherwise letting them retain their unquestioned combat superiority. Basically, apply temporary penalties to any Jediinitiating combatagainsta non-Jedi, since to do so would be unjust and not in keeping with the Jedi way, since the Jedi are preservers of peace and justice(in the case of Dark Jedi it is because such actions arecowardly and a sign of weakness, since the driving characteristics of Dark Jedi seem to be pride, ambition, and a severe superiority complex). This general type of solution has long been used in table-top role-playing systems to balance out powerful character classes/races. It is simple and effective, but allows realistic"freedom of action" for self-destructive types.


The Good and the Bad


The primary effect would be to make it "not worthwhile" for Jedi players to abuse their power by harrassing weaker PCs. Some added bonuses would be slowing Jedi advancement, since they could only gain experience through conflict initiated against them or with other force-using players/mobs. Reducing the potential for abuse and slowing Jedi advancement would make playing a Jedi "more realistic" and would probably discourage many powergamers from wanting Jedi since the character would be forced to behave honorably and wouldn't allow them to dominate the battlefield except at appropriate times, thus the overall number of Jedi would be reduced to a more realistic level. Another benefit is that this doesn't actually nerf Jedi, it just means that they can only fight in self-defense or against those in a power bracket more similar to their own. All Jedi would have to be calm and self-disciplined, since a player who could be "taunted" or provoked into initiating an attack would not do very well in the long run, whereas a clever Jedi could manipulate others into attacking first.


The downside is that a lot of people who holo-ground their way to Jedi will be very irate and may quit, but that's the same drawback faced in any serious change to a character class. It may also be a coding challenge, but "flagging" enemies with something similar to a TEF should allow them to be differentiated from those who have not attacked the Jedi or his/her party.


Overall, roleplaying potential for Jedi characters goes up, abuse potential remains, but actual abuse would be rare since nothing could be gained by it, and chronic abuse or harrassment would be almost unheard of since such Jedi would always be vulnerable to ambushes. Also, overall"Star-Warsy-ness" goes up due to having Jedi that act like Jedi should instead of Jedi who slaughter the weak for sport and profit.


Details:


A Jedi Code could include the following (in game terms):






  • Any Jedi initiating an attack on a non-Jedi (PC or NPC) (i.e. attacking a player who hasn't attacked you, or attacking a non-aggro'd mob) would recieve noXP/FP of any kind for winning, and would use all force powers at a seriously increased HAM cost due to not being in tune with the force.


  • Any Jedi attacked by other Jedi or non-Jedi (PC or NPC) fights with the full strength of his or her uberness and recieves fullXP/FP for victory against the attacker or any member of the attacker's group.


  • Any Jedi initiating an attack on a FSC or FS-NPC would also fight at full strength and recieve full XP/FP.


  • Any PC or NPC attacking a current party member of the Jedi/Dark Jedi would also be flagged as "fair game" since defending one's comrades from harm is a just action (could just be considered "revenge",which makes it"worthy"from the Dark Jedi's perspective as well).

Notes:



  • If lack of XP/FP and restricted use of force powers doesn't do enough to discourage abuses in testing, penalties could be increased, doubling or tripling the cost for skill use against invalid targets to the point that a Jedi who initiates attacks against non-jedi would be no more than an even match for their victims.

  • Any combination or variation on the suggested penalties would work, depending on what's most easily coded and most loophole free, as long as the overall effect is to encourage Jedi to act like Jedi and protect players who would rather role-play than max out their character for anti-Jedi combat, but still want to play a role in the GCW.

TheHomicidalVerpine
Thu Jul 08, 2004 4:21 am
#322

An idea to help stop Camping,

Put a cap on the number of any type of creature/npc that isn't a part of a taken mission. This would at least cool down the jets of people complaining about Jedi afk in the Squill Cave and of Players camping Meatlumps spots and the like all night long.The bottom line is, this forces a player to be *online at the keyboard* to level.

I do realize that this could put a bunch of players in sticky situations where they get aggressed by a certain creature type after killing their cap; essessentially leaving them deffenseless till they go and kill a different creature type. To this player though, that would be a small price to pay to actually see all player have to *work* for their levels. That's part of what makes the game a little unfun sometimes; how easily someone can level and never be at their computer. It's highly unfair to the rest of us players that actually *work* for what we have in game.

Another solution is to put in the cap except for at adventure sites, like the Squill Cave, but at least put in a universal TEF in places where 'camping' is allowed for everyone.If you can take the afk person; that should be your right for them not being there; sense their only there to loot rare items or lvl one so they don't have to do it personally. This would promote pvp to a larger crowd I think too.


The Homicidal Verpine



The One and Only Lunatic Fringer!
Ajo79
Thu Jul 08, 2004 4:28 am
#323

Thought: Make CommandoHeavy Support Weaponsuseful


How? There are some ways:


  • Increase the accurcy with 100% (Very important)

  • Decrease the number of components used to craft this bad boys. As it is now they take aroud 5 factory rounds to make. The whole crafting process should be revamped so they become about 1/3 as expensive.

  • Make all Heavy Support Weapons with Heavy Armor Piercing.



Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

Whaler
Thu Jul 08, 2004 6:00 am
#324

I would like to see a constructive, thorough discussion of deactivating the player macro system.


It seems to me that this has caused much degeneration in player interaction. It is also a system which is easily exploitable.


I started in beta and remember the fascination of finally figuring out if I surveyed then made a camp, sampled and crafted at the same time I could get xp in three skills at one time. But...I was there...playing the game. Not watching TV or surfing the web. I didn't use macros, didn't even know how to use macros...not even sure if macros could do what they do now.


In the cantina, I danced and played my instruments with others who were there. We chatted between ourselves, welcomed every customer and chatted and joked with them. Information was exchanged and relationships were built that have lasted to this day...with those who still play. (Holo-grinding drove away many dear friends)


Deactivating the macros would also help to have a leveling effect in combat.


I would just like to see a pro and con discussion of macroing from ALL professions.


Thank you.





- I support keeping & balancing the current combat system You can too
snazzykanaz
Thu Jul 08, 2004 8:06 am
#325

Suggestion:

Grant Master Creature Handlers the ability to use weapon specials while riding a mount.



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