Development Cycle Archive
Thread: In-Concept Open Discussion
Inahpets wrote:
I agree that mercenary is a play style, not a profession...
Yeah I like the ticket book thing too.
Awwww....no support for my building usage idea? Oh well. I still want an apartment in Coronet!
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Nurian wrote:
That is sooo cool! All I ask is make it so you can play other players. Not just NPC's.
I've spent hours in KOTOR just playing Pazzak.
Lunatic Fringer With Another Transmission:
Ok, with my guild up and running on Gorath... I've yet another little nit picker thing with the game. It doesn't seem to me that a Guildhall can actually hold enough items to support a Guild. Now, regardless of this thing eating into my own personal lots... I'm not bringing this up so 'The Boss' can have more room. I'm simply saying it seems for realistic if the Guildhalls had 'Unlimited' space in them. Then every room could be furnished and there would be room for functionality too. As is... the item capacity tops out in the 200's it seems. Even cutting corners and using placed backpacks doesn't help just too much.
Some propsed ideas I think for this are as follows:
(1) Make assignable lockers within the guildhalls that work like banks.
(2) also allow for placement of additional lockers.
(3) Remove item caps for guildhalls. Not just for the owner... but for the enjoyment of the entire guild. I think this is the vestiment of what helps to define a guild. *Yes, some might say just more space to dump junk* But I see some potential going to waist here.
Any of you other Guild Leaders and/or Members concur on this one?
Sincerely,
The Lunatic Fringer
"A lunatic thinks outside of a box and lives in one.."--The Boss
In a withdrawl of some of my previous posts... I'm happy to see some of the ideas I'd mentioned earlier are being done on Test Center... Which perhaps leads me to a side note as well... What causes Test Center to kick me to my desktop when I get to the loadscreen... everytime? *haven't been able to see Test Center yet because of this*
The idea of a ticket book is great!!! It would also stop the problem of having to burst run to the terminal and back, just missing the shuttle by 1 second. Kind of like a monthly bus pass. Plus, then the tickets would be stacked and not take extra inventory space.
Oncoid Inclusion
Wandering Master Commando/Master TKA of Scylla
I'd like to hade the bleed icon displayed on character and target "tabs", "displays" or whatever they are called during combar to be colored according to bleed type. Red bleed icon would mean a health bleed, green would be an action bleed and blue would be a mind bleed. That way I can see what kind of bleed has been put on me or my target.
PsychoticChipmunk said:
I'd like to see a clock available in the game that shows personal time (EST, et al), world time (basically when it is on Dantooine to judge sunrise, sunset, noon), and coruscant standard (the time that shuttle departures are based upon). This way we can realize that it is time to log and head out to work, what time to expect streetlights to come on and snab a pic or when the sun will pop up so we can see the critters with ease, and what time we need to get to town.
Another thing that would be nice to add along with this idea would be a bus schedule. Shuttles arrive 10 minutes after they leave, well I've never bothered to check how long they stay down.So Ireally don't have any means of anticipating whether or not I'm going to be sitting for 9 minutes and 36 seconds or leaving on arrival. The clocks would really help but it would be nice if you could also get a tab or button that brings up, next shuttle isleaving at4 minutes 34 seconds at 14:26 CST.
Hey Kurt?
You know this game is more than combat... can we some NON-COMBAT professions in the concept forum? The way I see it, you spent all your time since launch on combat professions. The only time you even addressed non combat professions when you saw trivial problems ig: racial hair swapping. Yea Chefs are getting some love next patch, but what about droid engineers? Can you at least give them some useful droids? I mean the protocol droid could be so great for role-players who dont want to learn the languages whereby if it is out you can understand alien languages.
While I will not disagree that combat is a key part in the game, it is after all star "wars," I do believe that we non combat professions are left out of the wash. You spent months fixing creature handler and I still cant change someone's hair without it having to default to brown, a bug which was fixed toward the end of beta 3 but resurfaced at launch. We Image Designers still have no "eye shape," it is eye angle, /Set Performance still erases your bio, and moderate successes in armor smithing produce awful results instead of minimal positive outcomes.
I understand that combat may have alot of game breaking bugs, but what you seem to think as trivial for us non-combat types is very much game-breaking and not fun at all for us.
TH,
How about a simple formating fix that swaps player bio's with badges--so that bios are at the top, with badges as a footnote?
I saw a post asking for this a while back either in the old general forums or the RP forum. But for those of us that do RP, the "badge-spam" (as I've heard it called) gets in the way of our character description/bio. The same would be true for those that list service pricing info (Doctors, ID's, Smugglers) or general teaching info (i.e. Scout 4/4/4/4 Ranger 3/1/2/0 PST for lessons)on their bio. And for those that are straightforward powergaming achievers, they usually don't use the bio, and their badges will still be the first thing you see when you /examine them.
Am I correct in assuming this would be a reasonably small modification requiring very little Dev time?
Solving multiple scout/ranger issues
With the news that scouts and rangers are going to be losing some of their ability with the change in camps and pulling pets/vehicles, it is clear there are calls to replace the funtionality inherent in the camping skill.
Also of some concern is accessabilty to meats by many of the crafting classes. Meats such as Herbivore and Avian are already in high demand, and with the coming changes to the BE profession, domesticated and wild meat also look to have big potential.
It is in the merging of these two problems that I belive a unique opportunity exixts to add a great mechanic to the scouting based professions.
I propose the addition of a line of snares that depend on a set camp to use. Basically the idea works like this. High level scouts and rangers gain access to schematics for varying levels of snares. They would be very similar in ingredients to traps, but their function would be more along the lines of a focused forage.When used in conjuction with a camp, these snares could be set around the camp (bigger camps = more snares) and after a random period of time from 1-4 min, the snare would trigger and reward the scout with a harvest of meat, hide or bone, based on what type of snare was placed. If the scout placed a Domesticated animal snare, when it was triggered the scout would then access the snare through a icon in the datapad (similar in function to a mission data point) Through the interface the scout would choose to harvest bone, meat or hide. For ease of use, no mob would ever spawn to be visually represented as being snared, it would all happen through the scout deploying the snare and then the snare's correspoding data entry.
Obviously, Rangers should have the most opportunity, and if number of snares is related to camp size, it may not even be necessary to have varying levels of snares, rather the power curve for amount of snares is simply tied into how many snares a camp of a given size can support.
Yield on the snares could be tied into the harvesting skill or not, just depends how they could best implement it. Number of snares per camp would be another variable that would need to be balanced. Personally I favor snares being contructed from minerals and chemicals rather than bones and hides as the traps are. The reason for this is I would like to see a direct trade in process (veiled in snare resource cost) to get organics like meat and hide out of similar amounts on inorganic materials that can be far more easily harvested with machines.
I would really like to see some better in-game advertising; I think that is one of the weakest parts of the economic side of SWG.