Development Cycle Archive
Thread: In-Concept Open Discussion (6-28-04)
I'm starting down the path of armorsmith, and between the storage problem (that being: 75 items per housing lot is Not Enough) and the need for more than one factory running at once, I do not have the time or resources to be harvesting my own materials. Which is how it was designed, I imagine.
The problem now is that I have to be tromping all over the inhabited planets and looking at each and every vendor to find resources, or deal with people directly (in game or on the flameboa...er, forums) who want to sell ONLY gigantic amounts of one resource for some ungodly cost per unit.
And the problem from the small, independent, non-powerplayer resource harvester's standpoint (which I was until I took up armorsmithing) is that their only options are to shove their resources into a bazaar, guess at the real value of the item being sold, and breaking it up so that they're in 6000c stacks... or plunk down a vendor somewhere and pray someone actually uses it... or with any luck find someone shouting at a starport that they're buying said resource and pray that they'll take smaller quantities. Or, once again, wade into the mire that is these forums.
As you may have guessed by now, I'm not big on forums. Forum participation SHOULD NOT be a mandatory part of playing a MMORPG. EVER. Among other things, it detracts from immersiveness, and I think it scares off the casual newbies.
But I digress.
I think there is a dire need for a different trading system in the game for harvested resources:
Picture a cluster of Resource Exchange terminals in the major city on each player planet (Corellia, Naboo, Tatooine, Dantooine, etc.)
Player A goes to the terminal with 10k units of Foobarium Titanium Aluminum, and feeds it into the system with a minimum sell price of 3 credits per unit.
Players B and C go to the terminals, both wanting Foobarium. B puts in an order for 5000 units at 3 credits per unit, and feeds 15000 credits to the machine to cover that. C puts in an order for 6000 units at 4 credits per unit, and feeds the machine 24000 credits.
Once every five minutes or so, sales and orders are processed. Since C is willing to pay more for a unit of Foobarium, his order is completely filled, and 6000 units of Foobarium become available for pickup from the terminal. The 24000 credits that C paid is transferred to A's account, since it was A's sale that satisified the order.
Now, there are only 4000 units left for sale. Player B's order is partially filled at 3cpu, 12000 of the 15000 credits he paid is transferred to A, and 4000 units becomes available to B. B's order is then automatically modified to a 1000 unit order at 3cpu.
The terminals should also have a seven-day history of low/high/average cost per unit prices for resources it has handled. Resources should include metals, ores, chemicals, gases, meat, eggs, milk, hides, grains, wood, etc. Things you can harvest.
Advantages? Less people standing in front of starport shout-spamming resource sales. Newbies can sell to crafters without having to deal with people only wanting 10k or more of something, and newbies would get ripped off less if they actually knew what the going rate of the resources they have. Also, less dependence on the galaxy trade forums for simple resource trades.
The devs would really make my day if they could at least say they've read this. It'd make my year to have them say that this is a good idea and will take it under consideration.
I don't know if what I'm going to suggest is possible or has been mentioned, but I think it would add to the game in some way.
My 1st idea..
While your loading into the game you see a screen that gives you various information about the game. What if when you load into the game for the day. The loading information screen was cast like the beginning of the moves. either giving you a information like it already does, but in yellow scrolling letters or tells you the status of the galactic civil war.
During travel either by shuttle from city to city or by Starport from planet to planet. Have the loading screen be pre rendered cut scene of the shuttle taking of flying and landing same for the starport. It would be cool to have a cut screen of a generic character looking out the window as the ship takes off and goes into hyperspace. All done in the time it takes you to load the game.
My 2nd Idea.
While I was loading the load screen told about the Sarlecc and how Jabba throws prisoners into it. What if this could be a scripted timed event in the game. Every day in the game at noon Jabba's sail barges glide away from his compound to the Sarlecc and you can watch them toss people in.
Savauge wrote:
State of the Game - From A Player's Perspective for the Devs
*or whatSWG,Publish 10, etc. looks like froma player'sperspective
Hi there Devs & players alike!
SWG is a great MMORPG, and I do thank the Devs for all their hard work. When I went to Fan Fest, it was evident the Devs mostly had a lot of passion for the game. Personally, I've tried almost all the MMO's out there, and SWG is my choice!
That being said,
From a "player in the trenches" aspect, I help lead a guild of about 70 active players who are a mix of combat and crafting professions, and PvPers. With a guild this size, we typically have all the major crafting professions as well as major combat profs. With that preface, in many ways our guild environment is a microcosm of what happens when something is changed or enhanced in SWG.
Over the past few months, we've seen:
- A Chef revamp that made folks regrind just to make the awesome stuff! Player base response was to pay Chefs whatever they wanted. I believe GreenMarine planned this revamp, well done.
- Cool enhancements to the UI like the Group "closest wp monitor".
- Some very well designed challenges in the Corvette and DWB.
-A DE publish that caused the most veteran, consistent DE's to resign their profession. This was mainly due to a lack of any true meaning for the DE profession's output - droids. Other than mobile crafting stations and the occasional combat R3, we still don't see a lot of droid use in the game.
- A mini-ID revamp. Simply put, on Ahazi, we've seen ID's become more scarce than even before ID revamp. And the result is a very frustrating wait sometimes for players waiting for a needed stat migration.
- Increased focus on Jedi revamp, to the exclusion of almost all else recently. Honestly, most players I know do not have Jedi. It has been shown by your own posts Jedi are a very tiny % of the population. Yet, the Jedi revamp has superceded even the once-hoped-for GCW revamp. I'd ahve to say most of the people I know are looking at Publish 9 as the "anti-regular-player Publish" since there won't be a lot for the rest of us.
- GCW revamp cancelled/postponed past JtL - This sent shivers through the table I was at at Fan Fest that GCW is so far down the timeline in the Dev's timetable. From a player's perspective, our entire guild and the friendsI know were hoping for a refined, mature GCW revamp that makes the GCW the "elder game" for vets and the true faction war for PA's and cities.
- A major CraftingRevamp that was revoked the following day due to unexpected negative response from the player base.
Now, all of this above most players have experienced to varying degrees. With this in mind, Publish 10 (Combat Revamp) is now just around the corner.
I have to ask the Devs a few questions on this, but first here is what is going through the player base as to the direction of Publishes: Due to the last few profession revamps, and the only noticeable player favorite being Chef, all are cringing at what Publish 10 could mean to the players.
Players who have combat templates mastered have spent hours learning each and every special and it's effects on PvE and PvP, and then redesigning their combat and enhancing with expensive weapons and armor. Now, the unknown Publish 10's repercussions are already being discussed in game/in forum. The debate is getting pretty intense already, with people on both sides of the fence as to why this is a good or bad thing. The most common player thought is: remove the exploited weapons/items,fix the too powerful professions, and be done with it. Unfortunately, the Devs responses at Fan Fest and in the Forums here have made it clear that they will need to revamp all crafted combat related items in the game, including pre-patch items along with the Special revamp and HAM revamps. Publish 10 was jokingly referred to by almost all Devs at the Fan Fest as the "Combat Nerf" not Revamp.
My impression at Fan Fest of the Devs' motivation behind the "Combat Nerf" was stated in one panel there very clearly - a Dev stated that all of combat has been broken and unbalanced from the very beginning of the game a year ago. A Dev said they want to fix all of combat at one time and do minor tweaks after for bugs and unintended consequences until it's where the Devs want it to be. The way the revamp was described, it will be sweeping and touch all professions, all skills, and all players.
Imagine the result to dedicated combat veterans when the character they've had for months is now going to be worthless to them. The combat they're used to, the items they've invested in, most will be changed dramatically. Worthless is a strong word, but look at it from the player's viewpoint. And it is being generally expected that combat profession grinding and xp will be effected so that grinding through a profession will take much longer after Publish 10. If this is true (like in the ID revamp), then it will take dramatically longer than people are used to, to grind into another profession.
For the most dedicated combat veterans, who have put months of hard work into refining their combat strategies, a pre-Nerf mourning is already taking place. For obvious reasons, they are assuming their love of the game (combat as it is now) has become an unknown quantity. The idea of going into Test Center to try the Nerf out is a good one, but realistically, the majority of players can't grind an elite profession on TC and still have time to test it properly. Because of these factors, this "mourning" is already becoming a serious issue.
So, my questions to the Devs:
1- This Combat Nerf once released will have a huge, sweeping effect on the ground game. In other MMORPG's (most noticeable AO & AC2), vast amounts of players cancelled their accounts when a similarly sweeping combat rebalance was implemented. It is being implemented from a Dev viewpoint of "it's been broken so long, we need to bring it into the originally planned scenario we had". Have you really, truly put yourselves in the shoes of players who love the game as it is and thought about the consequences?
*I am not "threatening to cancel" my own account, but trying to speak for what will inevitably happen. It has happened many times in other MMORPG's and will happen in SWG with Publish 10. Human nature is that when you've spent a ton of time in something you lvoe to develop it, and then it is gone, there is a void and a "mourning" that can cause people to cancel.
2- Regardless of the "combat tables are skewed we must revamp all of it" response we've gotten on this, have you thought about what will happen if the Combat Nerf is as unpopular as the Crafting revamp was, when you had to remove it the next day? And is there any possible way to simply remove all exploited items and fix overpowered professions, instead of the wholesale Nerf?
3- Have you thought of the effect on veteran players who have been waiting for an "elder game" to spend their time on, and now they will have to reinvent their characters?
We all realize this is your baby too And that a sincere amount of effort and pride of what you have designed in SWG is a big part of the motivation here. Not to mention, having a ground game that is solid for JtL's release. I guess we are all scratching our heads wondering why it has to be such a humongous step backwards (in our minds) versus what we had hoped would be profession revamps and exploited item/situation fixes.
So as not to seem entirely negative, I must say JtL looks fantastic and I look forward to it!
Thoughts from a concerned SWG fanatic.
Thanks!
Dude, slight miscalculation here. The Combat Rebalance is *not* just around the corner. We have the Jedi Revamp (Publish 9, now delayed to the 29th) and the Force Sensitive Revamp (Publish 10, by the Devs suggested timetable at least 6 weeks post Publish 9) and then on, by the predicted 6 weeks between Publishes timetable, we have Publish 11 the Combat Rebalance.
Not only isn't it around the corner, their suggested timetable puts it at least 12 weeks or 3 *months* away. The one year anniversary of the game's release will come and goand at least 9 months since the creature nerfing which marked the beginning of the rebalance will have passed before they get around to fixing the core system which will affect easily 90%, if not 100%, of players.
In the meantime, hopefully Publish 10 turns out to be spectacularly good or no one will even be here when September rolls around with the Combat Rebalance.
Redesigning the in-game auction system on the bazaar has to match the same style we see on the galaxy trade forums to provide the same service to players who dont read the forums. We need equality both in the game and out:
- In order to restrict the auction bazaar from becoming a personal vendor, limit the amount of items auctioned to less then what is currently allowed on the bazaar forsale priceditems.
- Auctioneers should be able to set thebiddingprice within the millions but leave a minium starting bid to a greater amount then 6k credits as to establish a difference between auctioned items andsale priced items.
- Let the auctioneer set a bid increment and a buyout price.
- Bulk goods such as resources could be sold as well, however, indivdual units should not count towards your item limit. (if you want to sell 100K units, it should count as 1 item towards your count)
Im sure there are many more ideas that could be added andhave a balanced out system so as not to create a vacuum for merchants and exploit the merchant economy.