Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-15-04)

Muzz
Mon Mar 08, 2004 3:40 pm
#27






Wooflungpoo wrote:

I think that Tera Kasi Artists should not be able to incap a person with 2500 buffs in a matter of seconds, I had about 3200 ham in each main stat, and when i started flaming a TKA he just waltzed up and dropped me within a matter of seconds, I thought pvp dmg was suppose to be reduced? I see TKAs doing about 300-500 avg per hit, and they do like 3-4 attacks in 3 seconds, so within 10seconds, someone who jsut spent 5-10k on buffs is now outta that money because it seems like every prof dmg was nerfed except TKA, I think either TKas should be nerfed, or all the other profs are unnerfed, back to commandos hittin at 1k dmg per hit, and also, there should be another way to get your mind and mind sub stats buffed, because its relaly hard to find a master dancer or musician buffing. I also think doctors should have more consistant buffs. maybe making the base heal on packs how much the packs will actually buff for, and I think there should be Stims that ppl can use without any med use, with maybe a base heal of 500-950 somewhere in between there, or reduce the damage characters take from fighting. I also think that wookies should have some kind of special armor specifically for them. Because wookies tkae alot of dmg without havig any protection, the onyl way to reduce dmg is to do some kind of special profession like Tera Kasi Artist. And in the bazaar and on vendors there a category called special heavy weapon powerup and ehavy weapon powerup? Are weaponsmiths ever going to be able to craft those? Flamethrowers do good dmg, but I would like to be able to powerup mine with A coupler or gripor "trigger" powerup (as a new idea) and be able to have a flamethrower with maybe at elast a 2.0-2.5 spd.






I think I am going blind.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Rcabbott
Mon Mar 08, 2004 3:51 pm
#28


The mission terminal system should be revamped in the following ways:


Provide filters for the missions by creature, difficulty, direction, and price. Yesterday I had to refresh over 200 times (literally) to get two voritor hunter missions to the north.


Allow players to choose the difficulty of the missions. The current system is asinine. I am almost a master commando, and I can't get anything better than pikets on Dantooine. Dantooine. The planet with Grauls and Voritor Hunters. What's worse, even if I get two or three people to go with me, I still get the same crappy missions. If players are foolish enough to pick missions way out of their league, then that is their fault. Choice should not be arbitrarily limited.




Griffyn
Nightsister loot, Geonosian loot, Aakuan loot, and more: Dantooine Mining Outpost: 5 2364
Obi007
Mon Mar 08, 2004 4:28 pm
#29

I finished redoing all the theme parks this week and one of the things I thought was what a shame I'm never going to return to any of these characters and places.


A lot of the quests in SWG's are kinda dull because you deal with people that you've never heard of and you run out into the middle of the wilderness to meet them.



It would be great if you could incorparate the theme park characters and locations with quests. Maybe you would get a Imperial mission where you had to get something from Bib Fortuna and the only way you could complete it would be if traveled to Jabba's Palace and had access to Jabba's Throne room or if you could group with someone who was a friend of Jabba's (had finished the theme park) and he/she could get you inside enough to talk with Bib.



You could make this work with all the theme parks doing quests involving Han Solo or Darth Vader. It would also add some extra meaning to finishing the theme parks and add some much needed star warsness to the game.



Anyway just an idea I had.
MrRiflemaker
Mon Mar 08, 2004 4:31 pm
#30

TH: Here is an idea, if you want players not to be bored with professions quick add either more quest professions specific types or even better i think is to make combat professions harder to achieve thier next level in the tree, to me this would be reasonable because it would give a more sense of reward and many players would take time into what they are doing and not everyone is uber power also it would thus decrease number of jedi or rate of jedi because it will be a negative to a person trying grind there way through everything , but i feel the crafting professions have a great sense of balance in thier profession tree because it does take the right amount of time to gain the next level in thier trees.


- MrRiflemaker


Dorjhe
Mon Mar 08, 2004 4:47 pm
#31

NEW CONCEPT::


I want to see "real" star wars heavy weapons. Light repeaters Heavy repeaters and the fabled E-WEB. In the West End Games star wars system they had a thing called scale. Composed of Character, Speeder, Walker, Starfighter, Captiol and Death Star. Now what this means if a Character is shooting at a speeder he has an increased chance to hit but the speeder has more effective armour vs weapons of that scale. Where heavy weapons come in mainly the E-WEB it is a character weapon but shoots at a speeder scale, so it is more effective against "hard targets." Should be a Master commando weapon, require a power droid in the vacinity and is imobile. ( I.E. Nalagaron or Omni box) Several "Character" weapons should be applied to this scale, for instance Rocket launchers should have near impossible chance to hit a character at most just do the splash dmg, (what does it lock onto on a guy). This would help aleviate the issues with the heavy armour weapons slaughtering characters. They are of a different scale and should not be able to target a single person as easily. This would work without comprimising thier ability to dmg vehicles.



The Light repeater would be similiar to a M249 SAW. Heavy repeater would be more akin to a M60. Both would still be Character scale but should have adjustments made for rate of fire. Maybe in game terms a bonus to supression fire and such.


Anyhow just a rough idea, but one I would definatley like to see looked into.


Dorjhe
Mon Mar 08, 2004 4:54 pm
#32

NEW CONCEPT::


Disclaimer if this idea or the idea above has already been dicussed than I apologize for being self centered enough to claim these are my ideas.


Vehicles, Wouldn't it be cool if there were spots for optional equipmentfor the vehicles. They have scanners why couldn't we add in a survey device and have the speeder survey for us, OR the forbidden blaster cannon ( would be speeder scale). There is an endless number of modules that could be plugged in. Armour or engine upgrades. For the speed deamons or those that want to race. More later just ran out of time.
Thunderheart
Mon Mar 08, 2004 5:08 pm
#33






johnautry613 wrote:

SOE currently has the change to the Jedi FSCS opening in the 'In Concept" area. The communication we had from you all in January would lead us to believe that the quest bassed system would be out in the upcomming publish.


Is the change to the FSCS in this publish (7) or in another future publish?


Thanks,


Lazurk



Future Publish. I'll let you know as soon as I can.







Penguin-X wrote:

Also, can where will be see feedback on suggestions of the last in concept threads?



As much as I am able. You can expect pretty high visibility from the Smuggler thread. Ill do a takeaway and work with the correspondent and the community when we move to In development with it...








Nerj wrote:

1) Thanks for getting Carbineer specials fixed.


2) With all of the new dungeons I have noticed that there are no carbine weapons or schematics. In addition, we have the smallest range of weapon types Acid, Heat, and Energy (Which alot of MOBS have high resists to). Why?


3) What utillity are in the works (we know about the entertainer's droid, what else is there?)





1) You're welcome


2) I dont know, but Im pretty sure this will be addressed in the weapons portion of the Combat Balance. The resists are in there to make them tough.


3) Hot issue. We posted a list in "Droids: Where we are and where we're going" I dont know what stage everything is done yet so Im not sure what has been completed.







KaptainKrude wrote:

Has there been any discussionor proposed solutions to the AFK macro looting going on at static "containers" in dungeons?


And should this be /reported when encountered?


Thanks!



Its something they are working on, but I dont know the details atm. I know its something that they want to address.





Kurt "Thunderheart" Stangl
Community Relations Manager
Penguin-X
Mon Mar 08, 2004 5:20 pm
#34






LeBob wrote:





Penguin-X wrote:

We need a better group system for entertainers...


If the leader leaves or goes afk for the night and noone else gets leader... we need to be able to throw a mutiny









very simple



  • disband

  • regroup






Have you been an entertainer?

If you arent leader /disband just makes you leave. The other AFK people don't come with you... you are better off with the broken group than alone.



______________________________________________
Sensi of Shadowfire
Former Master of Image Designer, Combat Medic, Musician, Dancer, Entertainer, Pikeman, Medic, Doctor, Ranger, Merchant, Artisan, Weaponsmith, Scout, and Armorsmith
KaptainKrude
Mon Mar 08, 2004 5:31 pm
#35






Thunderheart wrote:




KaptainKrude wrote:

Has there been any discussionor proposed solutions to the AFK macro looting going on at static "containers" in dungeons?


And should this be /reported when encountered?


Thanks!



Its something they are working on, but I dont know the details atm. I know its something that they want to address.






Awesome, thank you! I'm very pleased to know that it's "on the radar", so to speak.





NTyekanik CorrinoN
New Dawn City
Naboo

phamcar
Mon Mar 08, 2004 5:35 pm
#36

How about having a chat that you can create and then password protect.Would be more feasable than having to invite everyone you want. Just give password to those that you want to have access.



Phamcar Raa
Master Pistoleer/Combat Medic

"What is best in life?
To crush your enemies, see them driven before you, and to hear the lamentation of the women!"
Glum_Moonfist
Mon Mar 08, 2004 5:37 pm
#37

Any word yet on how the defense caps will work? Are Melee/Ranged defense & Defense vs also getting capped as well as block, dodge & counterattack?

Is the cap 125 like you though it was?


More information on this would be greatly appreciated.
krais99
Mon Mar 08, 2004 5:47 pm
#38

I would like to see some open and honest discussion regarding combat medics and their abilities to hit over 20 people with one single area poison/disease. This needs to be changed.. as it stands now, the vast majority of PvPers on Radiant are now some hybrid of combat medic... definitely should not be the way it is now.


Gilean
Smuggler_Caylin
Mon Mar 08, 2004 5:57 pm
#39






Thunderheart wrote:
Penguin-X wrote:

Also, can where will be see feedback on suggestions of the last in concept threads?

As much as I am able. You can expect pretty high visibility from the Smuggler thread. Ill do a takeaway and work with the correspondent and the community when we move to In development with it...






I hope so. The Smugglers really need to feel they are being heard and listened to, and with this latest thing making us junk dealers to jawas is not helping at all. Please start addressing things in our forum and letting our correspondent tell us things asap. With the panic shot change, and this new jawa thing, there are some really irritated smugglers.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Page 3 of 17