Development Cycle Archive

Thread: In-Concept Open Discussion (6-28-04)

Bobafett34
Mon Jun 21, 2004 5:52 pm
#27


Thunder, PLZ LOOK.

For all of the people who decorate thier homes in SWG, I think the lack of paintings on the walls disapoint many players. Ioffer a solution that I dont think would be to hard.


1. Small picture frames. These small picture frames would go on tables, desks, bookshelves, etc. But the difference would be, that people would put thier own screenshots into the pictures. So, whenever somebody /examined the picture, it would show the screenshot in greater detail. The problem with this is people putting unsuitable material into there picture frames, but we could have a screening system of some kind. I mean, all it takes is somebody to see if the picture is a screenshot of something star wars galaxies related. The same would be for larger pictures. They would just upload there own image, and have it on thier wall. So they could show there own achievements. Also, crafters could use them to decorate thier house, by making custom signs in photoshop, or any other image editing program they wanted or even maybe a SWG mini applet.



One more thing isthatI think holograms are a big part of SWG and would like to see them on houses, and vendor tents. They also would be helpful in places like coronet. Instead of people being able to spam thier slogans, you would see a scrolling text holo message above thier heads. I would also like to see some kind of customizable outter banner for guild halls so you can personalize them for your guild.





Koris Kiri
Guild leader
DSZ
AraDanBynobi
Mon Jun 21, 2004 6:03 pm
#28

Currently we do have a PvE Faction arrangement. Kill alot of one particular faction and they will attack you on sight. And we can also be extremely friendly with a particular faction, simply because we are enemies with there enemies. So why not use that current faction system to allow people to declare to say Jabba, Valarian orwhoever. Once you reach the 5000 positive faction points you can go to the HQ of whatever faction it is you are now fully aligned with, and choose to present yourself as a true member. It would be better to proove your friendship with a quest, and a valuable reward for joining. Once declared to a particular faction you can now PvP with those declared to theenemy faction.


This would basically bean excellent way to have more roleplay within the system (without having to work out elaborate honour system rules). Each major Faction could have a base, from that base you can take missions on opposite faction members for PvE but you can also take assasination/BH missions against declared enemy players. It would work by allowing declared to keep raking in the faction points after 5000 points. Once they are about say 20,000 there name goes into the Enemy mission terminal as a most wanted.


You could be a Corsec operative/Bounty Hunter/Lawman and you seea notorious player who is allied with local thugs has just killed a lot of Corsec officers, he hit 20,000 negative points to Corsec and now has a bounty on his head. You take the bounty like you would a Jedi Bounty. You could have killed this player anytime anyway, but now you earn credits for it.


This would be the ultimate elder type play, because unlike the GCW it is not always obvious who your enemies are going to be as you go from place to place. You could truely play a notorious Smuggler/Asassin who has to hide in the shadows and avoid authority. You could play a lawman that all thugs and criminals fear and respect.


The main issue here is the Covert/Overt. Players don't want to run around asan enemyto a large portion of players all the time.I have no clue as to what the GCW revamp will do. But the same system could be used for all the factions.Instead of just two main factions, there wouldbeliterally dozens, and unlike the GCW there is less emphasis on a war, and more emphasis on rivalry between crime and law, notorious and heroic. Since some factions literally havenot but one enemy and some have many it would be an interesting experience being aligned with one of them or many. I would say that players should be declaredand thats it, no way other then undeclaring, to be safe. Your either in or out of thePvP part of factions alliances. It would be as simple as going to the Faction HQ and telling someone your out,then the faction point gained start tobleed-off to get to5000 againover time, the more you had the more time it takes before you get a message sayingyou are no longer a fullmember etc. (you would also loose faction points when killedaswell, loosing notoriety so you could constantly be on the bounty boards of your enemies, unless you really are notorious.)


Just a Thought.


Ara-Dan
neinnunb
Mon Jun 21, 2004 6:25 pm
#29

I would just like to say that I really hope that when the combat balance discussions open up.. the same level of communication is made like what GreenMarine is doing now with smugglers.



                          .=+.             ------------------
\`--._,'.::.`._.--'/ _/ May the CU \
Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Pire
Mon Jun 21, 2004 8:44 pm
#30

allow rebels to have landspeeders with guns and Harpoons like they did in "Empire Srikes Back" as a very high end faction perk equivalent to teh imperial AT-STs. the current turrets are a joke and you might as well remove them.


implement Ion Cannons (Rebel) and AT-ATs (Imperial).



implement some sort of a reward system for combat professions. as is currently the combat professions are extremely unrewarding. all it comes down to is runing same old thing of amassing milions upon milions of credits in order to purchase things from crafters which requires runign countless stupid missions for money which are so horribly boring i actually fell asleep in midday while doing them at my computer earlier today !!!!!!!!!!!!! as is the encounters which are worth doing ingame can be counted on one hand. this is shamefull this long after launch.



make the game exciting and fun for combat professions so that we dont fall asleep and can stay awake while playing.



IMPLEMENT GOOD LOOT FOR ALL LEVELS OF PLAYERS.


no good loot does not have to put an end to crafters, they can be very nicely implemented in a complimentary rather then a mutuallyexclusive way when a little thought and logic is applied while doing it.so implement it. and make it available for solo, small group, medium groups, guilds. anotherwords across the board, not just solo players that can log on between 1am and stay online until 3pm the next day to camp things or those that have 70+ people PAs.



stop confusing inagme "challenge" with time consumption. start rewarding actual player skill as well as tactics and general conduct rather then the number of hours someone can spend online or have their computer up and AFK grind.



increase server hardware in appropriate spots for appropriate functions. this is self explanatory. you already know the problems.



make some otehr armor types effective and widely available. composite looks really, really ugly. or make padded and mabari armor more effective. things like RIS, bounty armor, mandalorian dont count here. i mean available to regular players via average means not the select few.



start billing players per time used. i dont see why we, peopel taht play 2-3-4 hours a day should pay for teh bandwidth of those that stay online 24/7 by having the same fees. you should set up several types of accounts. for example:


econo account, up to 4 hours a day, 20 hours weekly limit, $8.99 a month.

average account up to 5 hours a day no weekly limit $13.99 a month

deluxe account up to 8 hours daily no weekly limit $17.99 a month

super deluxe account 12 hours daily no weekly limits $21.99 a month

elite account no time limits or weekly limits $24.99 a month


that way the average bandwidth usage would have been more accuratelyreflected for every type of user.



implement new weapons for fencer, pikeman, swordsman as these professions are somewhat handicapped in the weapons selection area. unarmed has to stay unarmed, well...... because its unarmed, if they get weapons then they wont be unarmed anymore.



make riflemen into snipers instead of machine gunners. yup. make them stealthy, easy to kill, but extremely deadly and REMOVE THEM FROM RADAR. make it a master ability while prone or something, but make it. remove most of that gung-ho machine gunning stuff and make tghe sniping class into snipers.


make carbineers into soldiers / machine gunners. to my understanding carbineers should be the machine gunners and gung-ho upfront kinda fighters that the rifleman currently are.


make pistoleers deadly at close range by spamming high speed low dmg attacks at fairly close range, howevewr make sure that they are next to worthless at long range so they dont become snipers or machine gunners that the carbineers are supposed to be.



implement some sort of crowd control other then posture changes and warning/threatning shots. each combat profession should have some sort of a crowd control ability. 1st in low boxes in their advanced profession, 2nd more powerfull versionat master.



FIX BUGS.


TEF bug is still around, i had to go unbuffed , unarmored and jump an imp in order to get killed so my stupid TEF would finally reset itself. fix it once and for all. likewise with vehicles, unpaying missions, etc.



less tedium , more action and more play.


stop being so horribly dependant on collecting credits. it seems 90% of the time i am in game i have to collect credits to replace my gear which turned to junk while collecting credits the time before , and by time i am done i will need new armor and foods and stuff this is the very heart of tedium and boredom in his game. make it exciting and fun instead of frustrating and tedious.
















Pire
Mon Jun 21, 2004 8:46 pm
#31


allow rebels to have landspeeders with guns and Harpoons like they did in "Empire Srikes Back" as a very high end faction perk equivalent to teh imperial AT-STs. the current turrets are a joke and you might as well remove them.


implement Ion Cannons (Rebel) and AT-ATs (Imperial).



implement some sort of a reward system for combat professions. as is currently the combat professions are extremely unrewarding. all it comes down to is runing same old thing of amassing milions upon milions of credits in order to purchase things from crafters which requires runign countless stupid missions for money which are so horribly boring i actually fell asleep in midday while doing them at my computer earlier today !!!!!!!!!!!!! as is the encounters which are worth doing ingame can be counted on one hand. this is shamefull this long after launch.



make the game exciting and fun for combat professions so that we dont fall asleep and can stay awake while playing.



IMPLEMENT GOOD LOOT FOR ALL LEVELS OF PLAYERS.


no good loot does not have to put an end to crafters, they can be very nicely implemented in a complimentary rather then a mutuallyexclusive way when a little thought and logic is applied while doing it.so implement it. and make it available for solo, small group, medium groups, guilds. anotherwords across the board, not just solo players that can log on between 1am and stay online until 3pm the next day to camp things or those that have 70+ people PAs.



stop confusing inagme "challenge" with time consumption. start rewarding actual player skill as well as tactics and general conduct rather then the number of hours someone can spend online or have their computer up and AFK grind.



increase server hardware in appropriate spots for appropriate functions. this is self explanatory. you already know the problems.



make some otehr armor types effective and widely available. composite looks really, really ugly. or make padded and mabari armor more effective. things like RIS, bounty armor, mandalorian dont count here. i mean available to regular players via average means not the select few.



start billing players per time used. i dont see why we, peopel taht play 2-3-4 hours a day should pay for teh bandwidth of those that stay online 24/7 by having the same fees. you should set up several types of accounts. for example:


econo account, up to 4 hours a day, 20 hours weekly limit, $8.99 a month.

average account up to 5 hours a day no weekly limit $13.99 a month

deluxe account up to 8 hours daily no weekly limit $17.99 a month

super deluxe account 12 hours daily no weekly limits $21.99 a month

elite account no time limits or weekly limits $24.99 a month


that way the average bandwidth usage would have been more accuratelyreflected for every type of user.



implement new weapons for fencer, pikeman, swordsman as these professions are somewhat handicapped in the weapons selection area. unarmed has to stay unarmed, well...... because its unarmed, if they get weapons then they wont be unarmed anymore.



make riflemen into snipers instead of machine gunners. yup. make them stealthy, easy to kill, but extremely deadly and REMOVE THEM FROM RADAR. make it a master ability while prone or something, but make it. remove most of that gung-ho machine gunning stuff and make tghe sniping class into snipers.


make carbineers into soldiers / machine gunners. to my understanding carbineers should be the machine gunners and gung-ho upfront kinda fighters that the rifleman currently are.


make pistoleers deadly at close range by spamming high speed low dmg attacks at fairly close range, howevewr make sure that they are next to worthless at long range so they dont become snipers or machine gunners that the carbineers are supposed to be.



implement some sort of crowd control other then posture changes and warning/threatning shots. each combat profession should have some sort of a crowd control ability. 1st in low boxes in their advanced profession, 2nd more powerfull versionat master.



FIX BUGS.


TEF bug is still around, i had to go unbuffed , unarmored and jump an imp in order to get killed so my stupid TEF would finally reset itself. fix it once and for all. likewise with vehicles, unpaying missions, etc.



less tedium , more action and more play.


stop being so horribly dependant on collecting credits. it seems 90% of the time i am in game i have to collect credits to replace my gear which turned to junk while collecting credits the time before , and by time i am done i will need new armor and foods and stuff this is the very heart of tedium and boredom in his game. make it exciting and fun instead of frustrating and tedious.















Pire
Mon Jun 21, 2004 9:02 pm
#32

semi-stationary weapons. these should be limited to only some professions.


for example, really bg machine gun on a tri-pod that takes 20-30 secs to bring out and 2 people to operate then another 20-30 secs to put back.


a super sniper rifle. 1 shot 1 kill can be used only from prone , likewise long deployment time.


a mortar for commandos. AE weapon. really powerfull, could use ammo to chuck highest end granades or rocket type rounds which would be really effective unlike the current weapons.


individual mines for rangers as long as they are outdoors. they could set remote detonated mines which would affect both creatures and players alike.


combat droids for DEs, and i dont mean the wimpy stupid little things they got now, i mean at least droidekas or equivalents.




DeathLemur
Mon Jun 21, 2004 9:53 pm
#33

Its time once again 'we need a real commodities market' post!

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.



--
Mordus Crestingrider -- Fraggers Hall, Corellia
My hand's been cut off, my friend's frozen in a block of carbonite, and it turns out the guy that killed my teacher is also my father. But I have good news... I just saved a bunch of money by switching my X-Wing's insurance to Geico.
Fix the resource markets!
Oberon_Ra
Mon Jun 21, 2004 11:05 pm
#34


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.




__________________________________________
Bounty Hunter
__________________________________________
Getoc
Mon Jun 21, 2004 11:16 pm
#35

TH the borgle bat cave nerf wasn't enough because the bottom is still afk camped 24 hours a day .

Please change it in a way that a max of +1 will spawn there .... if u wanna know why please check the galaxie trade forums . Give the good tapes to caves where they belong to because of difficulty or put a SBD on the bottom of the borgle cavewith arespawn time around 5 mins or so



Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
Matsubaa
Tue Jun 22, 2004 1:00 am
#36






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.




Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Neige
Tue Jun 22, 2004 2:52 am
#37

Jedi revamp (patch 9 & 10) IS affecting EVERY player in an extremely urgent way, because it spells the end of HOLOGRINDING. And thank George, this is good.



_____________________________

ALL YOUR SWG ISSUES WILL BE ADRESSED IN EVERQUEST II
RogueKairi
Tue Jun 22, 2004 2:59 am
#38

The Galactic Auction


Many playersenjoy auctioneering over the typical sales marketing of set prices. It gives us a chance to sell that rare unique item at high end demands to wealthy buyers. Alot of us dont have 1 skill box invested in merchant and have to rely on the forums boards to sell these wares. Because of this, many people that could buy these items are not even aware of the galaxy trade forums, and those that do barely even use it. I would say about 500 (if that) or so people use the forums to auction off and buy rare items or bulk goods. Thats about 1% of a server population. And certainly below the buyer population. So here is what I would like to suggest -


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.




ARAMAXIS
±Bounty Hunter±
Brryn Starwind
-Master Ranger Veteran -Teras Kasi Master Veteran -Master Doctor Veteran
There but for the Grace of God go I
glorfindel23
Tue Jun 22, 2004 4:15 am
#39

"affecting EVERY player in an extremely urgent way, because it spells the end of HOLOGRINDING"


Not everyone hologrinds, not everyone wants a Jedi.


Something that would affect more people (though still not all) would be the Combat Rebalance. Anyone, regardless of profession, that does any kind of combat would be effected by this. Professions that have been waiting for a revamp since before Jedi existed in this game should have some priority too (like Smuggler).


But the argument is moot since we're already only a week away from the first Jedi publish (the rarest profession has more than one revamp publish consecutively, which is kinda odd in itself).




  • ereshkigal: TF (Retired, Naritian)
  • Peribsen: Mortis Consortium (A Better World)

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