Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-8-04)

Cafa
Mon Mar 01, 2004 3:15 pm
#27








Penguin-X wrote:
Long time reader, first time poster in these types of threads.

There is a LARGE problem that goes unnoticed but there are certain individuals making millions... upon millions... upon millions using an exploit.

When I contacted a CSR, they said that it is not currently an exploit and that if I didnt like it to contact the "in concept forums"

Well, here I am, and here are the screenshots of proof.

http://students.uis.edu/tlowe01s/screenShot0000.jpg
http://students.uis.edu/tlowe01s/screenShot0001.jpg
http://students.uis.edu/tlowe01s/screenShot0002.jpg
http://students.uis.edu/tlowe01s/screenShot0003.jpg

I have used the borgle cave to make millions since this message with the CSR's.

It needs fixed like you would not believe, but my method of "fixing" is NOT to remove it...
Rather, fix the others. Narglatch cave has NO drops in it and is much harder. Make these chests worth while. The borgle is the only one that has such incredible drops and is camped all of the time.

Those attachments are needed in the competitive market of crafting (experimentation points) so shutting off this source kills and new crafters from the start.

Much as you did to the holocron problem... dillute the market. If all the caves dropped well, these tapes wouldnt be worth millions. People who camped wouldnt be the richest on the server.

I hope a speedy fix is possible... since now that this is out to the public, camping will be crazy.




At 0/0/0/1 TKA I could solo the bat borgle cave and camp if I wanted to. It's EXTREMELY BORING to sit there and I have often been tempted to buy the same $10 third-party program everyone else is using and just camp the cave.


The previous author is correct, you give out the best loot in the easiest cave and the only persons that get rich are the campers. You started a merchant thread that's almost 100 pages long now over "supposed" monopoly creation and this one HUGE imblance is continually ignored. I would advocate a total nerf for the cave.


I haven't been able to successfully do the nightsister's cave yet, but after talking to folks that have who receive literally zilch for the end game it's a major disappointment - yet you (SOE) continue to let the Bat Borgle cave run the show and create a MONOPOLY for those players that camp there all the time. When the last 20 times I visited the cave you see the same 2 players there, at all hours of the day and night, something is wrong. On top of that the HARD quests give nothing according to reports. How upside down is this?


At least I got a cool basket for the pad from the Warrens. Overall that was fun, but no rewards there raised an eyebrow much either.


If you are taking votes from comments, please nerf the Bat Borgle Cave to a level of loot it should be and put the +10 and over tapes on Endor, Dathomir and Yavin.


Cripes on Tempus they got houses for storing the tapes surrounding the cave, literally!


Please note this is the first time I have ever asked for a nerf, and only because no assistance or help has been forthcoming on this issue due to whatever reason. You had no problem nerfing my AT-ST to oblivion because of perceived exploiters, yet this sore creates an injustice to all players.


Cafa Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Renairdor
Mon Mar 01, 2004 3:17 pm
#28






Penguin-X wrote:





Renairdor wrote:

Player crafted Faction Equipment


I haven't seen this idea up before, but I believe it would be well received. The concept is this:


a) Players go out and accumulate faction points via faction missions/PvP etc...


b) Players trade in the faction points for weapons, armor, and installation schematics of limited use that can be used to create:

Factional







I agree! Stormtrooper armor is useless at the momment. This is a great way to make it great and add new content to the game! PvP in st armor would be great! 5-stars for you.






LOL! Thanks, glad you figured out where I was going with that before I sent prematurely (doh- no Edit abilities HERE!!).


I think it would be just superb for the game to get such a program going. Enough of the Imp/Rebel in composite 'robot wars' going on. I want stormies to invade a rebel town, and rebels to look 'rebel' like when attacking a Imperial stronghold. It would require some development work, but the database and infrastructure appears to be mostly there.


I'd love to see player made bases too, just something fun to spend the FP on that allows players to determine just how good their stuff is, based on results of team work.


CMDRbarbere
Mon Mar 01, 2004 3:18 pm
#29

Holsters:


If you are in a city you should have to have your weapon concealed. Unless you are in a military controlled city; weapons should have to be holstered or put away. It would give this game so much more immersion if everyone wasn't running around town with a gigantic LLC or drawn pistols.


Consequences of having your gun drawn. You are a percieved threat by the local police. Example. I run into a city from a hunting trip. I have my rifle pulled out. Quickly the local security/police force arrive and ask me to put away the weapon or they will open fire. If I don't put the gun away in a certain amount of time they shoot. If I do put it away they tell me to go about my business and stay out of trouble.


Cool things that holstered weapons allow. Speed if a character does get in a fight it will take some time to unpack a rifle a carbine, polearm, or heavy sword. Pistols, light swords, small bladesand TKA would have a serious advantage in town if accosted.


Security/Police:


I would give the local police a role too. If there is fighting they shoot at both parties as they are trying to maintain the peace and do not want innocents bystanders getting hurt. If a serious battle starts they send in the special forces of the police force. Ifsomeone kills a local police officer he should constantly be harrased by investigators. If he doesn't answer a question right the investigator calls for backup and starts shooting.





Tyran Artemis - Hunter
Lobaca-Scylla
Mon Mar 01, 2004 3:22 pm
#30

Thunderheart,

Im sure this has been hit over the head a million time but usually all I see is crying ive never seen a hashed out logical idea to wookie armor.

First off I am a wookie I have played since release to the public - ive been capped on skill points since the end of the first month and have changed professions several times so i have checked out alot of facits of the game.

Its only logical to assume that anything worn provides some sort of protection even if its very minimal. The whole reason for gloves is to protect your hands, shoes to protect your feet so why doesnt the tailored items have some sort of very minimal protection depending on the look and feel of the item? Bear in mind we are talking a revamp to all clothing not just wookie items. Also encumberances would be greatly reduced because of the functionality of clothing is not to be war armor but everyday moving and protection...lighter protection ligher encumberance.

Two examples of clothing protections:

Leather Clothing - almost every wookie garment has leather look and feel to it. Leather is worn in real life to protect against heat in situations like arc welders and plasma cutters. So logically it could have heat protection. Also leather to an extent with padding protects against kinetic damage to your body. Leather would however not stop a bullet nor stop a laser so it should be vulnerable to things such as blast and energy.

Example Garment:

Wookie Travelers Helm:
No Armor
Kinetice Resist 30-50%
Heat Resist 40-60%
Cold Resist 40-60%
Energy Resist Vulnerable
Blast Resist Vulnerable
Acid Resist Vulnerable

Sythetic and Reinforced Clothing:

Sythetic items irl are developed to be light durable against certain agents. For instance medical hazmat teams wear a containment suit that can be torn fairly easy but its almost impervious to acid and disease. These cothing segments could be specially added to the synth cloth maybe via the BE enhancment tissues? The systems already there just change the coding to add protection instead of stat bonuses. Something thats reinforced would be more durable to being cutt or damaged from kinetic stuff.

Example Garment:

Paramilitary Pants
No Armor
Acid Resists 40-60%
Heat Resist 20-30%
Kinetic 15%
Vulnerable to Energy, Blast

In Conclussion:
Its very logical that the clothing we wear everyday offer some sort of special protection against many different things that could be potentially hazardous to our bodies. Did wookies wear armor? No. Did the clothing they did wear offer some sort of protection? Definatly! I would like to hear some sort of response from thunderheart if possible if by asking for some sort of realistic protections being applied to tailored clothing is out of the question? Been considered? Being Considered?

Lobaca of Scylla
Kade_Deveron
Mon Mar 01, 2004 3:24 pm
#31

I hope its appropriate to post this here. I am extremely concerned about the state of the GCW.



Right now, the GCW has little meaning. On the Naritus server, the war is dying. Players are refusing to build faction bases, refusing to fight, simply allowing the war to dwindle to nothing. There are many reasons for this. PvP doesnthurt players when they die, group TEFs are rampant, faction bases are meaningless as their functions are covered by player cities. The list goes on and on, but the bottom line is that the GCW needs some attention, and it needs it soon. Here's my short list of needed changes. Most of these are not new ideas, but have been posted over and over and over again. Likewise, many of these ideas wouldnt require recoding the game from the ground up, but tweaking of existing systems.


General Changes:

1. Remove group TEFs. They should never have existed in the first place. They were never part of the original design of the game (at least according to Holocron during the great PvP debates in pre-beta). The make battles into quake matches, which is not what anyone wants.

2. Make most faction items craftable and competitive with items within the game economy. ST armor should be comparable in quality to Composite, etc... Now, folks will say, what will we spend FP on? The fact stands that no one is buying ST armor now anyway, so there is no loss of an FP sink. For fun, make faction specific crafting stations that can only be used in faction bases to make these items.

3. Remove permadeath for faction pets and put them on timers. No one is using faction pets in the GCW. A simple timer between uses would reduce abuse and make people willing to pull their pets out. Your ST dies, you cant use him for 24 hours, etc...

4. Make AT STs repairable at faction bases for a cost.

5. Pull faction mission terminals from cities. They make faction bases pointless and create an insane scenario where factions have a resource the enemy cant do a thing about. Not good.

6. Fix the rotating times on faction bases.

7. Provide totals of imp and reb faction bases from faction base terminals and a significant reward for the side with the most bases held (including system notification when the balance of power shifts from one side to the other). In otherwords, include a visible, tangible indicator of who is winning the war and what they get.


For player cities:


1. Option for formal declaration of player cities to one faction or another.

2. Reduced footprints for turrets/covert detectors in declared cities. Right now both have such huge footprints they are useless in city settings.

3. Placement of NPC patrols within the city. Cities would be taxed for adding NPC guards, but this could add a real factional feel to them with guards stationed at key points in the city or patrolling about.

4. Placement of faction banners in cities and other factional objects such as propaganda posters, barracks, etc...A matter of art creation, no new mechanics.

5. Visual indicators of what faction a city belongs to on the planetary map. This is already very necessary, esp for those cities who have bases camped about their shuttle services.

6. An autobanning feature for enemy faction members (ie if you have a imp city, rebels are autobanned from all civic services). Should be an optional feature of faction cities, but fairly necessary in my mind.


For faction bases:


1. Create scalable benefits for faction bases that increase with larger bases. Possible benefits include:

a. Increasing ranges of covert detection. A forward outpost might have 32m covert detection, a field base 64m, a tactical center 96m, etc...

b. Increasing bonuses on faction missions (0%/3%/6%/9%) Thus having the largest faction base gives you a fairly hefty bonus to FP and cash on faction missions

c. The ability to declare within x range of the bases (again 32/64/96/128m) using a /declare command

d. Increases in either defensive bonuses with increasing range. Thus an Forward Outpost may offer +10 ranged at 32m and melee defense whereas a detachment HQ might offer +40 at up to 128m. This would apply to all members of the defending faction.



More difficult items, but interesting items for bases include:


1. Increase the chance of imperial/rebel crackdowns within x range of faction bases. For example if you have a rebel detachment hq, it doubles the chance of a "rebel crackdown" (the equivilent of the imp shuttle spawns) within 400m of the base.

2. Placement of faction crafting stations within faction bases to create factional items and/or experimentation bonuses on these crafting stations. The larger the base the better the bonus.

3. Placement prevention - prevents enemy faction members from placing housing withing x range of the base, creating a form of territorial control. To place a home in the area, the enemy base has to be removed first.

4. Implementation of the infamous strategic bases, complete with shuttle and cloning services.


I hope that the developers are giving serious attention to the state of not just combat, but the GCW in general. As of right now the there is no inherent motivation to participate and the result is stagnation across many servers.



-----------------------------
Khade Deveron

Penguin-X
Mon Mar 01, 2004 3:24 pm
#32



Cafa wrote:

At 0/0/0/1 TKA I could solo the bat borgle cave and camp if I wanted to. It's EXTREMELY BORING to sit there and I have often been tempted to buy the same $10 third-party program everyone else is using and just camp the cave.

The previous author is correct, you give out the best loot in the easiest cave and the only persons that get rich are the campers. You started a merchant thread that's almost 100 pages long now over "supposed" monopoly creation and this one HUGE imblance is continually ignored. I would advocate a total nerf for the cave.

I haven't been able to successfully do the nightsister's cave yet, but after talking to folks that have who receive literally zilch for the end game it's a major disappointment - yet you (SOE) continue to let the Bat Borgle cave run the show and create a MONOPOLY for those players that camp there all the time. When the last 20 times I visited the cave you see the same 2 players there, at all hours of the day and night, something is wrong. On top of that the HARD quests give nothing according to reports. How upside down is this?

At least I got a cool basket for the pad from the Warrens. Overall that was fun, but no rewards there raised an eyebrow much either.

If you are taking votes from comments, please nerf the Bat Borgle Cave to a level of loot it should be and put the +10 and over tapes on Endor, Dathomir and Yavin.

Cripes on Tempus they got houses for storing the tapes surrounding the cave, literally!

Please note this is the first time I have ever asked for a nerf, and only because no assistance or help has been forthcoming on this issue due to whatever reason. You had no problem nerfing my AT-ST to oblivion because of perceived exploiters, yet this sore creates an injustice to all players.

Cafa Asia






There are storage houses on shadowfire too... three players have the monopoly there, and only one is nice about it.
The others yell and cuss you out for being there because they were there since the server went up.

I think the borgle cave needs nerfed if the harder caves get a power up in loot drops. That sounds like a great idea.



______________________________________________
Sensi of Shadowfire
Former Master of Image Designer, Combat Medic, Musician, Dancer, Entertainer, Pikeman, Medic, Doctor, Ranger, Merchant, Artisan, Weaponsmith, Scout, and Armorsmith
FuelerMcDaven
Mon Mar 01, 2004 3:38 pm
#33

When is the armor hole bug going to be fixed? I couldn't believe a CSR called it a possible bug in a reply I got. I quickly replied that it is a documented bug and has been on the armorsmiths top 5 for quite some time.
StrikerNI
Mon Mar 01, 2004 3:41 pm
#34


I just wanted to throw this idea out here, hopefully get a good response to it:


With the additions of the new dungones (Geonosian and Corellian Corvette) there is some great content that is being added. And hopefully, more to come.


However, one of the things that strikes me the most as a bit "non-Star Warsy" or fun, for that matter, is the way we go "hunting" for the dungeons and the lack of a reason for going.(besides going just to go).


In my opinion, it would be nice if a player were led to a themepark/dungeon/quest via their daily activities.


For instance, just walking into a cantina, the bartender might harken the player to them (Using the same system as player vendors who call out to shoppers) and tell them about the themepark.


Or have an NPC spawn in the wilderness to lead the player to the themepark.


For example: Player (A) with -5000 Valarian Faction is travelling on his swoop through the desert of Tatooine when a random spawn "falls down" in front of him. Say a shuttle, probe droid, or maybe an NPC ship to some extent. The player could then stop to investigate. A quick conversation with an NPC would reveal thatthere is a Bounty placed onthat player by Lady Valarian herself. The only way to stop the Bounty is to ask Jabba's slicers to hack into Valarian's system, thus deleting the bounty. Which means, a player (who hasn't already done so) would have to complete Jabba's themepark and then ask Jabba personally to clear the bounty.


This is just an overly complicated example of how to get players interacting with the content without having them "hunt" for herold NPCs or dungeons.


In fact, just a small little system where an NPC approaches a player and sends him to a dugeon would add the feel of complexity and "Star Warsyness" to the game as a whole.


What are your thoughts on this?


Are there any plans to develop or introduce a system where players are led (they don't have to go, however) to content?

Herold NPCs and Datapad POI Waypoints just don't add enough immersion.



=-=-=-=
-Aefi Striker-
I've got a blaster at my side and a smile 12 parsecs wide...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Jorran_Kale
Mon Mar 01, 2004 3:43 pm
#35

TH,


Since launch, the most well-written NPC quest in the game has been 1/2 broken: the Hero of Tatooine Quest (a.k.a., the Hermit Quest). The Marks of Intellect and Altruism have been achievable, but the Marks of Courage and Honor have never been able to be finished. This has been the case since launch, around 8 months ago! During that time, many threads have been started asking for updates on the status of this quest, but no official word has ever come down to us. In fact, there is currently a 200+ post thread ongoing simply looking for answers to the following basic questions regarding this quest (with no official replies):



  1. Why has this quest gone un-fixed for so long?
  2. When will the quest be fixed?
  3. In the meantime, are the Marks of Intellect and Altruism still spawning?

The thread can be found at the following link:


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=125797


I know that not every thread can be responded to by a Dev, but this is getting a little crazy. Please respond with some concrete information. Thanks!




---------------------------------
Jor'ran Kale - Jedi
Mar'shall Vaughn - Spy

Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building.
SlyStevenson
Mon Mar 01, 2004 3:51 pm
#36


I was hoping that this has been proposed before, yet, I am unsure if it actually has. The Pistoleer (much like the Ranger) is considered one of the weaker proffessions in the game. While everyone piss and moans about someone being to powerful or too weak, the Pistoleer has sat by and waited for some sort of upgrade to our proffession.


If you will allow me to propose, the editing of Coding into the game to give Master Pistoleer and Master Bounty Hunters the ability to weild double pistols. As seen numerous times in the expanded universe, and also in the movies, hundreds of characters have used the double blaster ranging from Bobba and Jango Fett to other assorted characters.


This would improve both Bounty hunter (which has been continuously nerfed) and also boost the seriousness level of the Pistoleer.



I move for the Pistoleer and MBH to gain a double pistol option.



.:J E D I MASTER:.
_________________________________________________
REMNANTS OF THE JEDI
_________________________________________________
IORIO LANTIZE


Ackis
Mon Mar 01, 2004 4:02 pm
#37

I'm not sure if this is the appropiate place to post this.


With the changes to the Jedi path, will you (or someone else) be revealing the current way? You made a cryptic post about everyone seeming to miss something for the key to getting the FSCS.


As well, will players be notified in-game what their professions were, just so we kind of know? Thanks.





Imperial Captain Ackis Losackego - Über f335h

Paython
Mon Mar 01, 2004 4:10 pm
#38

I would love to see a small bunker or fox hole, some thing like a camp that gives
some defense mods to the group who put it down. You could put it under the Ranger
tree to add usefulness to there prof. This little bunker could add a little cover
when fighting npc mob’s or used in PvP as a forward defensive position. This
could also give Commandos some thing to take out with a flame thrower or rocket
launcher.

Ekhvram
Mon Mar 01, 2004 4:33 pm
#39

My fav idea (Kade I love your post BTW, and also agree the SEA caves need switching)


Make Player HQs more like Fort Tusken/frontier outposts

-a main entrance (spawn a blast door w/ insane HAM)

-a secret/backdoor entrance (takes an overt master smuggler a few min to slice, bottlenecking into a long tunnel)?

-interior buildings (w/ factional crafting stations,a tavern like Anchorhead has, a storage shed, city services, etc.)

-sniper towers (w/ working LOS)

-parapets (shoot down into the attackers, partial LOS to outside)

-spawns (guards, quest NPCs, enemy shuttles, etc.)

+turrets, mines, scout boobytraps,E-Web positions, etc.


Occupying the central power station (& perhaps several other pts.) and setting it to blow would knock it out of commission until credits, resources, various craftables, FP are expended in a group effort to rebuild it from the ground up (would advance kindalike a city does.)


Getting more people (crafters and support people) involved and enjoying the GCW is essential to the longterm health of the game.



_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
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