Development Cycle Archive

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

ToppDog
Sat Jul 10, 2004 7:27 pm
#365



There is a major contradiction in the theme chosen for this game & how the majority of players have wanted to play it, & ithas been a nonstop arguement ever since beta. Basically the problem lies in making Jedi seem scarce while at the same time satisfying the majority of the playerbase that wants to be one. This paradox could besolved with a combination of several things:


1. Allow players to be more anonymous & mysterious to other players by making bio's, badges, profession tags etc. be hidden from view if the players wish them to be. This would also require fixing the profession tag bug that won't stay on the"no title" setting.


2. Make it so if a Jedi draws his saber or uses force powers in public for any purpose other than defending himself from an unprovoked attack, an Imperial Assault shuttle lands & dispatches a team of commandos etc that will give the Jedi an instant death. The higher the Jedi's rank the more baddass the response...maybe top level Jedi could get sliced by Vader himself.


3. Get rid of the Jedi specific clothing that was introduced in this last patch. Nothing gives away a Jedi more than clothes that onlyTHEY can wear! BTW, those robes were NEVER Jedi only clothing & were worn by several important non-Jedi characters in the movies of this time period. Jedi are supposed to be blending into the general population to remain hidden, so make the clothing wearable by all to reflect this.


The above suggestions would encourage & better enable Jedi to keep a low profile while in the presence of other non-Jedi chars. But now that they're keeping a low profile, how do they actually get to play & have fun being Jedi? This is where the second part of my suggestion comes into play:


1. Enable Jedi to perform grinding, missions, etc on servers that are "instanced" as is currently done with the Corvette missions, meaning that they actually leave the regular server & connect to a server where other players could not go unless they were on missions to hunt Jedi or something along these lines.


2. Make thisfit nicely with the whole Jedi mystique by making missions or quests take place in mysterious swamps, forests, or ancient temple ruins etc. that are too dangerous for the average player to gain entry to, or that require use of the force to open/unlock secret entryways etc.


As I see it, things like this would solve this "paradox" & be a win-win for Jedi as well as the overall theme of the game.



Message Edited by ToppDog on 07-10-2004 07:30 PM

BlitzTTX
Sat Jul 10, 2004 11:31 pm
#366

I think that we should either be given more space to put things in our inventory... Or Have the ability to wear satchels for extra room =P
PeteCJ1970
Sun Jul 11, 2004 12:19 am
#367

I haven't seen this anywhere else, but I admit I didn't look that hard.


My biggest gripe is the huge lag you get in both Theed and Coronet, expecially at/near the starports. By contrast, you can run into what is supposed to be a fairly large city like Mose Espa or Tyrena and not find a soul.


At the very least, I'd like to see the more minornon-player cities get city specialization boosts the same way that player cities currently do, perhaps with increased rewards to better spread out the population to these secondary cities on what are supposed to be the more heavily settled planets (primarly Naboo and Corellia, but maybe Tatooine too).


Other possibilities:


- Increase the injury treatment boost medics/docs get in med centers to exceed that of droids. At least half the clutter at the starport are lines of folks waiting for buffs and nobody has any incentive to go to the med center for them.


- Make the bazaar in certain cities more attractive than those of the 2 major cities. You basically can't buy/sell anything on the bazaar anywhere but Theed and Coronet, pick a couple of cities and have their bazaars with no listing fees, no limits on the price of goods, and maybe even subsidize transactions so that the buyer pays less and the seller gets more credits (think of it as a tax incentive).


- Add NPCs near starports that fine people for excessive spamming. I'm not sure what "excessive" is and I myself am guilty of it, but it too adds to the people near the starports that cause the lags. I'm all for advertising, but if you created a "spam free" zone a certain radius around the starport where if the same text is shouted too often the offender gets cited and has credits deducted, it would at least spread people out a bit.



Nakim Rekal - Imperial Colonel - 100 Badge Club
TKM - MDoc - Swords 0130
Kelkyen
Sun Jul 11, 2004 3:05 am
#368

Hmm...just saw starwars again...something is wrong with the current combat system.


Currently we trade blows with each other and mobs for 20 seconds to upwards of 3 minutes. Combat is so very much like Everquest, (hit, miss, hit, hit, heal, hit, hit, hit, heal, miss, hit, hit, hit, miss, hit, miss, hit, hit, hit, hit, hit, hit, hit, dead) which is nothing like the Star Wars movies.


In the movies the hero's and villians would shoot and prolly miss, take cover, shoot and miss some more, duck back and hide, then finally land a shot that would incap or kill their target. Very space opera like.


Even Luke's fight with the Rancor was like this. He had to use position, terrain, and tactics to win. Yet he only landed two "hits" one putting a bone in its mouth (delay or stun attack), another to cause the gate to crush its skull (deathblow).


I mentioned this months ago, but some diehard former Everquest players swore it was a bad idea, and against all things mmorpg...yet they have never tried this so they had nothing to compare it to.


Just a thought.


-Kelkyen





___________________________________________________________________________

Kyungneh wrote:
The all mighty Kelkyen has spoken, praise to thee all knowing god!!

Cottus_Arci wrote:
Kelkyen... it's rare that i praise a imperial... but now i must...
Eldrikk
Sun Jul 11, 2004 4:35 am
#369


As I see it the reason why so many people insist on going through the hologrind in order to become Jedi is that there is no other long term goal in the game besides leveling Jedi.


I used to play everquest where all the professions took time to master and even when you maxed out your character there was always good loot to look forward to gaining in the future. Now in SWG this game is based upon quick leveling professions and a crafter based economy. While a crafter based economy is nice for newly started people its dreadfull for those that have been around for quite a while since its possible to get every item the game has to offer in a period of weeks.


What I propose is that the dev's should implement 2 things. The first idea is to implement more end-game professions and the second idea is too implement a raid like system for better loot. Now this loot should be good in its own right but nothing that would make crafters go bankrupt since they cant compete.


Below are a list of end-game professions, each of these professions could have a different quest in order to unlock much like the Jedi quest coming next publish.


Nightsister Initiate / Singing Mountain Clan initiate - These would be available to female characters. This profession would have 2 skill trees for it and enough left over for the person to master 1 basic profession.


  • First Skill tree would focus on using the dangerous nightsister lance and taming rancors. This tree would also allow them to craft the Nightsister lance plus with added loot drops they can put poison / disease / fire dots in their weapons much like Jedi can put crystals in thiers. Also by the time this skill tree is mastered the nightsister can train and use up to a level 70 rancor as a pet.
  • Second Skill Tree would involve using force offensive powers. This could be the same as the Jedi force powers branch. i.e. containing Lightning, choke and weaken.

Profession overview:



  • Damage output - Good damage output limited to Kinetic or Electric Damage, augmented bypoison dots and force powers.
  • Defensive Abilities - Avoidance Good , Damage Absorbtion Good.
  • Noteable Abilities - Can tame a high level Rancor pet and use offensive force powers.

True Terras Kasi Master - Rename the current TKM's to unarmed specialists and make Terras Kasi an actual end-game profession. This profession would have two skill trees and would be issued special robes to work as armor.



  • The first skill tree would focus on unarmed combat and it would come close to the offensive strength as a pre combat revamp TKA. Also with this skill tree the TKA would develope damage avoidance techniques to rival that of a Jedi.
  • The second skill tree would focus on the TKA meditative techniques. At the beginning the TKA meditate ability would function much like the current TKA meditative ability but later in the tree a TKA could heal himself with a thought or passively heal wounds / poison / disease while hes doing every day activities like walking or fighting.

Profession overview:



  • Damage Output - limited to kinetic damage but the damage is quite considerable.
  • Defense - Damage Avoidence On par with Jedi, Damage Absorbtion -weak due to no armor but they get toughness.
  • Special Abilities - Can use their inner disciplines to heal wounds on the spot and passively heal wounds without meditating at higher levels.

Mandalorian / Death Watch Mercenary - This profession would be the ultimate ranged warrior. He / She would be masters of all ranged weapons ranging from pistols to heavy weapons. Each of these guys would be give the ability to wear BH / Mandalorian armor that is reasonably lightsaber resistant. They will get the armor much like the current Jedi get their robes, the BH armor will be awarded to the player at the non frs ranks while the Mandalorian will be awardedafter the trials rank. Also they will have the ability to use special traps / gadgets to supply an advantage in combat. Each trap or gadget will have limited charges and it would have to be inserted into the Mercenaries armor in order to use, much like a Jedi has to put crystals in his saber. One thing to note is that these gadgets should be used by a skill button and not clicking on the items. This profession would have 2 skill trees and would be able to master one basic profession.



  • First tree would consist of mastering all ranged weaponry. With this skill tree they will get the ability to target all HAM pools with any weapon they desire plus they will have the ability to inflict any state with certain weapons. On an afterthought they will get the ability to use any BH and Commando special such as Lightning cone or flame cone but with greater accuracy.
  • Second tree will involve using and making gadgets. Gadgets could include grappling hooks to prevent a player from fleeing for 10 seconds, mini-missiles that cause AOE damage or a special Jetpack with limited charges that would allow the Mercenary to run at force run2 speed for a limited duration.

Profession overview:


Damage Output - Has access to all the damage types the game has to offer except Lightsaber. Damage output varies per weapon but nobody can match this guy for pure ranged skill.


Defense - Damage Avoidance - Good, Damage Absorbtion - Good if wearing Mandalorian.


Special Abilities - Can use charged use gadgets and is one of the few professions that can resist Lightsaber Damage.


Morgukai warriors - this was an ancient sect of warriors that specialised in melee weaponry. Through intense mental exercises they were resistant to Jedi force powers and some were even known to use cortosis weapons and armor in battle. This profession would be much like the mandalorian when it came to weaponry but their power would be with melee weaponry. This profession would include 2 trees with the ability to master one basic profession.



  • The first tree would focus on all melee weaponry. They would have the ability to target all HAM pools with any melee weapon and have access to all the state attacks.
  • The second skill tree would involve force defense, the ability to craft special armor ( maybe RIS ) and melee defensive skills that work with all weapons. Now this profession wouldnt be able to avoid damage like the Jedi or TKM but they have the ability to take a beating like none other.

Profession Overview:


Damage Output - Awesome, has access to all melee weaponry in the game with the exception of the Lightsaber. Matchless in his weaponspeed and accuracy proficiency.


Defense - Damage Avoidance - weak, Damage Absorbtion - Awesome.


Special Abilities - Resistant to force Powers and can use armor made of cortosis to resist Lightsaber Damage.


Black Sun Operative - The black sun is an elite crime organization that ran everything much like the mafia is said to do today. In any such organization there will always be a need for people to do unpleasant jobs and this is the Operatives job to do. This profession will be two skill trees with the option to master a third basic profession.



  • The first tree would involve combat skills and defense. This profession would be quick damage and damage avoidance. Also to note they should have a special attack for themselves that would vastly increase the chance of wounding per attack used.
  • The second tree would involve stealth skills through this tree the Operative will be able to craft sound dampening and stealth generators so that they can sneak up on opponents unaware. i.e. can be seen on the screen but not on the radar. They will also be given the ability to disguise themselves to avoid detection. i.e. appear to be something they are not. Or throw down a smoke grenade in order to make a hasty retreat.

Profession overview:


Damage - Limited too 1handed weaponry such as vibroblades and rifles. Damage output for this profession is high especially with the fact of them being able to inflict wounds so easily.


Defense - Damage Avoidance - good, Damage Absorbtion - weak. These guys dont wear any armor for stealth purposes.


Special Abilities - Ability to inflict mortal wounds and the ability to stay off of radar. Also if a situation is too hot for them they can pop a smoke grenade to get out of sight and escape.


Imperial Royal Guard - Each of these guards were the elite of the elite when it came to the empires warriors and they were all hand picked by the emporer. Each of these Pikeman are given the ability to use the deadly force pike and they wear the Imperial Royal Guard Armor. I dont know much about the force pike but I dont think I would be going out too much on the limb to think that they are much like a lightsaber in deadliness. This profession would have two trees.



  • The first would involve crafting and fighting with the force pike which is a special pike weapon that uses Lightsaber damage as a damage type and is heavy armor piercing.
  • The second defense tree would involve the royal guards defensive abilities. These would be able to take damage much like a Morgukai warrior but would also be able to avoid quite a bit of damage also.

Profession Overview:



  • Damage Output - Awesome these guys use the same damage type as Jedi but their pikes are AR3 instead of 2 for sabers.
  • Defense - Damage Avoidance - Good, Damage Absorbtion - Good.
  • Special Abilities - Besides special attacks none, unless these guys were somewhat trained in the force.

Now how would each of these professions lower the amount of Jedi? Its quite simple everyone will be given the option to strive towards different end-game professions with their own strengths and weaknesses. Now each of these professions would have the same xp requirement as Jedi and suffer the same death penalty as Jedi but they wont be content for Bounty Hunters unless they get an option to hunt high ranking faction members in the future.


Another way to lower the Jedi population is that once these professions come out the current Jedi can each be given the choice to convert to the profession of their choice since they have already unlocked and done the long grind for a1 for 1 box transfer.


Please tell me what you think and if you have any ideas on other professions respond below.




BH Loot drops vendor located at -729 1508 Dantooine.
UnseenForce
Sun Jul 11, 2004 8:13 am
#370

I readsomething about how weapons will only be slightly faster in a master's hand as opposed to in the hands of a novice, come combat rebalance,. Well, if that is the case, then that also makes a master not all that much better than a novice should neither use specials. I was thinking maybe slight damage increase between novice and master; currently the only prof with something like this is unarmed. I think that all profs should get a weapons damage skill mod, though not quite as much as tka (since all the other profs have more weapon variety).



Insusurro Gafiw

Master of the Single Handed Blade

Master of the Art of Tera Kasi

and Master of the Brawling Profession



Live well, Fight with honor, Rest in Death
Grifter777
Sun Jul 11, 2004 9:29 am
#371

I can only think of one or two questions right now.
1. Does anyone have any idea when Publish 10 will drop? I mean how far into the developement of it are they?
2. Also the same question really for JTL.

I know alot of us that are fairly new to the game are getting kinda antsie about becoming Jedi, but are a little miffed that its gonna be who knows how long until we have any chance of seeing our dreams come to fruition.


Grifter
SouthpawJedi
Sun Jul 11, 2004 7:03 pm
#372

1. Bounty Hunters should not be in the game to control the Jedi population. BH should only be able to take bounty missions for opposite faction members and if they are neutral they should be able to take missions for anyone in the game. Missions should be started by other players putting up credits for the death of another player. This would make it so that players could not exploit the system for money.

2. I'd like to see the beginning Jedi quests to unlock force sensitivity come from something like the beginer droids but in the form of a "blue glowie".

3. I think that everyone should get a choice to either have 1 Jedi on one server with no plots or 8 characters on any server (all on the same one or spread out).

4. Advance the time line or move it back to a different time so that we can be free to create a new star wars universe with it's own history instead of a pre mapped out one where our actions has zero effect because we already know the immediate outcome. This would shut people up about continuity and allow the dev team to be more creative.

5. Teras Kasi should be an intermediate class that is gained by mastering Brawler and Teras Kasi Unarmed, Teras Kasi Fencer, Teras Kasi Swordsman and Teras Kasi Pikeman should all be classes that are specific masteries of TKM. This would keep people from dual specing and defence stacking.

6. Get rid of buffs they screw with balance. Doctors should be doctors... not steroid dispensers.

7. Coverts should be able to freely attack overts of the opposite faction and enemies with tefs... this makes sense because the the covert SHOULD have the element of surprise.

8. Make all players of a certain faction rank automaticly overt due to their fame. But give them a reason to be of a high ranking.

9. Jedi should automaticly get a saber meditation skill that allows them to go into a trance and repair their saber. Exacly like TKMs meditating their wounds away. No crystal decay, no pearl decay, no tuning crystals.

10. No xp loss for anyone... this is a horrible idea... your customers are paying to play a game and should not be allowed to make negative progress.

11. Only Master BH should be able to take bounties missions for player characters.

12. Combat Medics should be a hybrid between a combat profession and a doctor. Poisons and disease should not be in this class.

13. More color options on all armor and clothing.

14. To blance out jedi with other classes there should be some armors in the game that sabers can't cut through. This is already in the eu.

15. Add plain old shields to the Teras Kasi class and let there be a true defensive build.

16. Add body tatoos to the image designer choices for all races... Upper arms, lower arm, upper leg, lower leg, chest, back, head, and face.

17. Add short and long loin cloths to the tailor line.

18. Class and faction specific clothing. With new uniforms as you gain rank.

19. Guild heralds for armor and clothing.

20. New planets that are like battle grounds... make people automaticly join their factions side and make neutrals decide upon landing... then make everyone on the planet overt.
Sobetan
Sun Jul 11, 2004 8:03 pm
#373






Angetenar wrote:
I want a server with no PC Jedi.






someone may have already said this and this might be the wrong place to post it but...


i dont think the devs are just gonna be handing out servers to the people taht whine.


"i dont like TKAs! can i get a TK free server?"


" i dont like riflemen, can i get a rifleman free server?"


"i dont like CMs blah blah blah you get the picture."


i say, play the game like it is, or dont play at all, and at least if you complain, try to suggest things to the devs. i sent in a CSR ticket asking to fix the Text bugs of rebel medic NPCs saying "Where's a medic when you need one?" and other rebel NPCs going "If you're careful with you weapon you wont get harrassed." lol i send in a ticket almost every day. so just cooperate




Sobetan is back?

-yes im still a wookiee.
Munitionsmaster
Sun Jul 11, 2004 10:35 pm
#374


This is my Idea. Every profession has a special quest. If you complete the quest you can choose to up an ability of your charachter. For example, if you complete the TKA quest you can raise unarmed speed, damage or whatever that partains to the profession but only allow the person to up that one area. A BH quest where at the end you can make llc more accurate, more damage or the BH could choose to have touger bounty missions. A weaponsmith could choose to have better repair, more experiment points for certain weapons ( and extra 1 or 2 for pistols, or rifles, or carbines ect but only 1 of the areas). This is what I hope being force sensitive does for the game, but this should be avaliable to people who are masters of a particular profession and want to specialize in a certain branch of their skills. Also have special schmatics avaliable to people who do specialize above master.



Ternel-

Former Master Weaponsmith for over 2 years
Citizen of the Tempest Server
"Think of how stupid the average person is, and realize that half of them are stupider than that." -George Carlin

DuranTrantorReal
Mon Jul 12, 2004 4:11 am
#375

I would like to have the logout-timer removed or at least altered in a way that chatting actually counts as an action like moving or opening backpacks does. It's more than annoying if the server cuts the connection while you chat with friends for a while without moving or - even more - use the ID interface. If it takes longer than, say, 30 mins or so until finalizing the ID changes without moving your body you get discoed. Well, sometimes it does take longer to satisfy someone's need for a body change and all the changes are gone if you get shut off. That's hilarious, folks.:-) I can't see any serious reason why that's been done. I know that this can be bypassed using macros that let you repeat actions but that can't be it, don't you think?
Blazer
Mon Jul 12, 2004 5:17 am
#376


I know the odds of this ever becoming a reality are non-existent, but I still want to say it anyway.


As part of an Entertainer/Musician revamp, the game would benefit immensely from the addition of a Music Composition Device. It would be similar to a crafting device in that you'd boot it up and use it to craft items; it's a little involved so bear with me as I explain.


At the current moment, whenever you play a song in the game you're really just triggering shortprerecorded files (mp3s or wavs or something, I don't know for sure)to chain together. As part of the revamp, each of the instruments would need tobe associated withsampled midi voices, and upon considering how each instrument currentlysounds when you play it, it's possible that each instrument could have several voices to it (for example, the fizzz might have the voices of a clarinet, muted trumpet, and trombone associated with it). So, you get your Music Composition Device, boot it up, and select to create a new song. It's basically a midi editor; you piece together a song by writing notes into blank staffs (and of course there'd be all the musical options available -changeable time signatures, accidentals, dynamics, etc). You can add parts for as many instruments as you like, and whenever you begin writing a part for an instrument you have access to all of its voices - so if you write a part for a fizz, when you place notes in you can choose if they're played in the clarinet, muted trumpet or trombone voice, all of which can be played simultaneously as well. The editor would have the option to play back the songs at any point so the composer can hear what it's sounding like, and perhaps they can even save a few works-in-progress into the devices' memory for them to work on later. Complicated to use? Not really, it'd most likely be something players get the hang of quickly and spend a lot of time with composing. When the song is all done, the player gives it a title and sets the device into craft mode, and out pops Sheet Music - so say you wrote a song and it has a part for a fizzz, two fanfar parts, a kloo horn part and a traz part, then you will get a piece of Sheet Music for each. Players can form bands and hand this sheet music out to the musicians (so you'd need to find players to fill all instrument parts), and then the band can perform these custom songs.


Already there are a number of possibilities for game expansion. Each song that a player receives sheet music for could have its own experience level, and if you try to play a song that you haven't properly practiced and leveld up then the game engine will vary the notesyou play- in other words, you'll make mistakes and play wrong notes. And so you'll want to practice your songs and get your band to dedicate time to rehearsals so that when you go out and perform your songs sound like they should (and if you don't play a song for a while, your level on it drops as you "forget" how to play it). Maybe the individual instruments will have their own levels now too - the more you play a fanfar, the higher your fanfar level will be, and the faster you can learn fanfar Sheet Music parts. Also, maybe a status ailment like Stage Fright will come over your character if they haven't performed very often and find themselves in front of a large crowd (it's cureable of course by performing over and over to get your Showmanship skill leveled up, or maybe even a couple Jawa Beers will loosen your character up).


The important thing is that at this point bands are no longer just musicians showing up at a cantina and joining the random group of people already there. I mean, don't take that out of the game by any means, but now musicians will have other options instead of the all-too-tempting AFK grind. Now players can form bands, write their own songs and perform them, perhaps ending up with fan bases. Maybe even the Business Artisan can become an agent and book them in cantinas and theaters across the galaxy - heck, give out group xp for the band when they successfully play gigs (bands shouldn't be just regular groups though, they should be mini-guilds that stick with the characters until they /leaveband). There's already a cover-charge system in the game, so cantina and theater owners can book bands and collect on it. Heck, players can even book bands for any event - guild gatherings, parties, wedding receptions. And how about in-game events like battle-of-the-bands contests where audience members get to vote on their favorite performers?


Back to the sheet music for a second. The Music Composition Devices will spit out a copy of every instrument part you wrote and a Master Chart that has every part on it (much like the master charts orchestras use). Feed a Master Chart into a Music Composition Device and it'll churn out a copy of every instrument piece, meaning you can make copies of either the individual parts or the Master Chart and sell them to people (if you don't mind your music being played by other bands). Not only does this make players money, but the composer should gain experience every time the music is copied (even by other players). Imagine music shops full of charts and instruments now, instead of walking into a vendor tent and sifting through listings of Bone Armor Boots and Maroj Mellons to find a Fizzz on which they will play starwars2 for the next 80 weeks. Also, the Music Composition Device should be able to transpose as well - don't have a fanfar player in your band, but the song you want to play calls for one? Transpose the fanfar part to an instrument you have a musician for, and it'll rewrite that part for the instrument you choose (won't always sound good though, of course).


A few side-suggestions that would fit in nicely with this revamp are a new building structure - Marquee - which club owners can put out front of their establishments and list upcoming acts on, and a Bulliten Board - in starter cities these should be in the bank/bazaar squares, in player cities they can be anywhere, but they're basically an electronic corkboard on which there arecategories (like the destroy/deliver categories on the mission terminals) along the lines of Shows and Classifieds. Under the Shows category will be postings (made by either the bands or their agents) of where bands are playing across the galaxy (complete with saveable waypoint) so players can easily keep up with their favorite bands. Under the Classifieds category is where all of those spammers can post their ever-important and never-annoying (/sarcasm) messages like TRAINING BRAWLER 3/4/3/1 I NEED THE AP PSTor MOMO'S CHEAP BIKES SWOOPS TRAVEL BISCUITS COME TO WP 2348 -385, and people can just read them there (sortable by a listing type - vendor ad, training services, etc). Hopefully it'd catch on and reduce the clutter in your chat box.


Okay, those are my ideas. Like I said, I know the chances of this stuff happening are pretty much non-existent, but it'd sure be nice if I was wrong. Custom songs that musicians can write, perform and/or sell, rather than pressing the devs to sit down and record more songs and flourishes (no flourishes in the custom songs, btw). Heck, maybe players can even form 19-piece orchestras (with 1 conductor) and put on more formal concerts - that'd give you a reason to use that formal clothing the tailors can whip up, anyway. New missions could include bands with custom songs needing to play a certain number of paid gigs or touring NPC cantinas. Oh, and dare I say that when JTL launches bands can even chip in and buy old rusted out freighters to tour the galaxy in? Or perhaps play gigs on luxury cruiser ships?


Okay, that's all. Thanks for reading!
Xifera
Mon Jul 12, 2004 10:01 am
#377

I absolutely love Eldrikk's idea of adding in more "true elite" professions to be on par with a jedi. It would open up many more long-term goals for players (Devs translation: Longer subscription periods, more money.). Not everyone would like to be a jedi, but many people are growing disgruntled that as it stands now, a jedi is the only PvP profession. Giving more options for a real "elite" profession would be wonderful.



- Tet'ra (Eclipse)
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