Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-15-04)
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.
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.
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.
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.
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!![]()
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
Awesome, thank you! I'm very pleased to know that it's "on the radar", so to speak.
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.
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...