Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-26-04)

Sapperlight
Mon Apr 19, 2004 5:01 pm
#27

Mr. Stangl,


Since you ignored it in the previous two posters' comments, allow me to ask it again: Why, 10 months after launch, are over half of the pistoleer specials still inoperative? The answer for so long was wait for the combat balance, and now you're telling us that we have to wait for the 'animations', despite the fact that most of the animations exist but the specials just don't work. You had time to fix four carbineer specialsand nerf the smuggler panic shot, but you don't havetime to fixeven a small portion of pistoleer? Enough is enough--please cut the double speak, the word-smithing, the evasiveness, and respond to the real questions.




S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


Fellstaff
Mon Apr 19, 2004 5:03 pm
#28






Thunderheart wrote:





Jman3ooo wrote:
My question right now is this: I have two characters right now, Shados, and my jedi Reborn. When the revamp hits what will happen? You still haven't explained anthing particuarly well.




Shados will be free to be played however you wish. Your Jedi will be a Jedi at some level. It will be a Jedi because you have a Jedi now. If you had NOT had a Jedi, there would be a calculation based on what effort you had put into the system and get credit for it in the new system.


The reason I havent explained it thoroughly is because the answer don't exist yet. They are coding it now.






um, CODING it? Shouldn't you have a design document with the basic RULES before you start coding?




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
DarthSevarity
Mon Apr 19, 2004 5:18 pm
#29

Well this answered my 1 big question, now about the other one. Arejedi still going to be able to or be stuck (depending on how you look at it) wearing armor? There were various ideas posted before at better ways of doing it (adding to block to compensate, making a force power that when active acts like armor, making robes with resists like armor). It's not veryjedi at all to be wearing armor, only Vader did and that was more for life support then actual armor.




"To be honest I find myself frequently baffled as to how you extremely pesimistic people go on day by day and manage to enjoy your selves." - JEST3R
DarthSevarity
Mon Apr 19, 2004 5:20 pm
#30

Oh and the answer was about the credit for the hologrinders that don't make it in time, for some reason the forum got angry when I tried to quote it. The great race is on!



"To be honest I find myself frequently baffled as to how you extremely pesimistic people go on day by day and manage to enjoy your selves." - JEST3R
PlayeroftheDay
Mon Apr 19, 2004 5:42 pm
#31

/agree


/agree


/agree


/agree


/agree


/agree


PlayeroftheDay
Mon Apr 19, 2004 5:43 pm
#32

Sorry in regards to Dewdus' post (forgot to quote)
Vac102
Mon Apr 19, 2004 5:46 pm
#33

Here is whereI am getting confused... Last week it was posted that all players will be force sensative... and that you could only get the second slot at the Jedi Knight level.. Now this week there is a post stating that we need to unlock..If anyone has a nice polite way to explain it because I thought our main would have a choice to lvl to Knight and then get a second slot. Thanks..
IgescaStorm
Mon Apr 19, 2004 6:29 pm
#34






Thunderheart wrote:


Currently, in the design, you will need to open the slot to become a Jedi. Players will be able to do whatever they wish with both slots whether it is to attain some minor force sensitivites or work to have two Jedi characters.




Two Jedi pro player?
Dont you think, it will result in the same problem as we have now?


If the current jedi stay open and the new ones get two, the number of jedis will raise faster than now...


Just let the main char be a jedi and thats it. Of course the main char should keep the professions and skill points and get the jedi tree attached with the jedi skillpoints.


Existing jedi should get their jedi atributes copied to main char and get the slot deleted.








Account canceled
due to NGE.
Exterminans77
Mon Apr 19, 2004 6:50 pm
#35

So which is it TH? This........






Bogak wrote:





Advancing down the path of Jedi will start with basic force sensitivity which will be open to all players to create a sense of the force.



?? Does this mean. Everyone will have two slots per server as well? And be FS? creating thousands of Jedi running around? Still kind of confused about this.



Successful Jedi Knights will have the opportunity for two slots (in the current design), but it will be difficult to attain.







Or this.......






Tavian_McMaster wrote:

Do 25 page long petition threads deserve a comment from the dev team?


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=313455&page=25







Currently, in the design, you will need to open the slot to become a Jedi. Players will be able to do whatever they wish with both slots whether it is to attain some minor force sensitivites or work to have two Jedi characters.







Both of these statements made within the last week seem to say two different things. Does this mean that once you become force sensitive in the new system you gain the slot? Does this mean you must become a Jedi Knight to get the slot? Does this mean you only get the slot once you reach "Jedi" status and force sensitive status will be something else? If force sensitive is different than Jedi than are Hologrinders being placed further along in opening the Slot and reaching Jedi status or are they being placed further along in becoming force sensitive?


I hope this means that becoming force sensitive opens your 2nd slot. That to me is the only fair way to do it. Having to grind another profession (Jedi this time) to get the 2nd slot so I can drop the Jedi skills with my main and go Jedi with my 2nd character isn't fair. Yeah I know life isn't fair, but can't it be at least every once in a while...




Wolfmann31
Mon Apr 19, 2004 6:58 pm
#36

What can I say Thunderheart?


1.Commandos? When are we going to evade your nerfs, and get a profession that is really worth its SP?

So far, all we heard were "wait for the combat balance"..And we've been nerfed on every road you guys walked down.


2. Imperial commando hat.....Well sir? I won't go deeper into the question than that. My PM's and staunch support for it to be fixed in other posted threads shows you how much this tiny, itsy bitsy little HUGE ICON for the Imperials means to many of us.




RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
All Access Pass Status: 4'th of July cancelation
NJDUKE
Mon Apr 19, 2004 7:09 pm
#37

The answer does not exist yet? They are coding it right now.. LMAO man what a answer. Are developers not taught in Computer Science Major that first you need to pseucode your theory on paper then code. I could have swore they were because I was. So this is the answer they know the new system they just rather not say because they are not sure of themselfs yet! Straight up answer to the questions!
Hulksmash90
Mon Apr 19, 2004 7:15 pm
#38

I had a crafting idea. Something to give variety in wares and increase the desire for hand making items over making the same cookie-cutter items from factories that we have now.



As it stand now, the only hand crafting done right now, ie. non-factory runs of goods, is done by grinders in practice mode, crafters looking to make a good factory draft schematic, and people who don't own factories. There is no bonus to doing it by hand, so everyone just makes schematics and throws them into the factories to make the same run-of-the-mill guns as they did last week. A couple of the weaponsmiths and other smiths I know log in, check the vendors, replace the stock that was sold, make new factory run items and then log out to play their real characters. Where's the incentive to hand make goods? There is none.


I have an idea that would create an incentive to hand make goods, but still leave incentive to use factories. It would also increase the variety of stats in items and make it more like you are a crafter, not a factory foreman. Here it is. Everyone knows that experimentation is based on the number of experimentation points you have and those points dictate the max values of the end results of your experimentation successes/failures. My idea is to add two more chances at greatness. Right now you can experiment and have a chance at a failure, moderate failure, success, moderate success, great success and amazing success. So right now, crafters keep hand making a few items until they get the amazing successes and then make a draft schematic and mass produce that item, resulting in the cookie cutter syndrom we currently have. Now imagine if you could get something BEYOND the amazing success...like an EXCEPTIONAL SUCCESS or a LEGENDARY SUCCESS. Those successes would push the max results well beyond what is currently capped by experimentation points and and amazing success. example: make a gun, experiment and get a great success. damage is 200. exp on another one and get an amazing success..damage 215. exp on another gun and get a exceptional success..damage is 250. exp and get legendary and you get 275 damage gun. Far and above what you could normally do....the catch? It cannot be made into a draft schematic if at anytime you got an exceptional or legendary experimentation. You can now create some of the best stuff in the game, but it is as rare as a legendary or exceptional loot.


What this will do for the cookie cutter thing: Now that you have a chance of making a exceptional or legendary item, but know you can't make a schematic for it, more people will hand make items. Instead of doing a factory run ALL THE TIME, the smiths will take some time and play their chars and, for example, hand run 1000 rifle barrels in hope of getting a couple of exceptionals or a legendary one. Now that they used the resources, theymight as well use the other non-uber barrels for something, so they use them for guns...they set them aside..the legendary and exceptional ones they set aside as well...for a PAJ weapon (explained later.) Now they make 1000 rifles stocks or what have you...put the non-ubers aside and the uber ones aside too. The end goal will be to create one or 2 exceptional guns and maybe one legendary gun, the PAJ gun or pride and joy gun as I call it. Now what to do with all those extra, non-uber parts? might as well make guns out of them...and experiment on the final combines as well, so now they have even more chances ad exceptional and legendary results. Some guns end up ok, some end up good, some end up great, and a few end up better than they had hoped. It will create a variety in in guns (or whatever they make) and thusly a variety in prices as the lesser ones can sell to those with a lower bank roll, the better ones appeal to the middle market and the high end ones appeal to theelite class. Now the smith has 2-3 well above average guns to hang on the wall as their mark of pride or they can sell it for some serious bank.


Factory use: If people don't want to go that route, they still have all the exact same options as now, plus the hand crafters still have to make some components in the factories, as getting a legendary on something that is usually required in identical quantities can't be schem'd.



Since you are adding a bonus and not changing what is currently in place, you will find a lot more people are receptive to this idea.


Fighters can still loot awesome stuff to be proud of, like that exceptional t-21 witha max damage of 1981 (drools), now lets give the smiths something to hold dear. Let them behold something besides a cold and lifeless 200+ million credits. Let them make their own legends.



Feedback is always appreciated.




Xandir Joxan (Gorath)
Doreedo (Bloodfin)
Suu Shi (Lowca)
Tubby (Bria)
Harvester Bob (Ahazi)


Mastered:
Artisan, Brawler, Marksman, Medic, Scout, Entertainer, Carbineer, Rifleman, Image Designer, Doctor, Pikeman, Pistoleer, Combat Medic, Fencer, Bio-Engineer. Missing badges for Artisan, Brawler, Carbineer, Rifleman, and Image Designer.
MrRiflemaker
Mon Apr 19, 2004 7:35 pm
#39

A proposition you cant refuse(more like an idea):


Ok so i figured basically the carbineer profession is useless. So i was thinking hmmm.... why dont the devs think about making carbineers like a profession in which provide skills to other players while grouped in. For example you have a five man group, one person is a carbineer and this person has mabey the ability make peoples attack HASTE.


The reason I think a carbineer should be able to provide a haste all around is because to me the carbine weapons seem like alight machine gun type of weapon. So i think carbineers should be able to have a skill in which they can radiate the skill mod speed which will reduce your round attack time speed by x amount(not to much because that would be to uber) meaning it will reduce time it takes for you to attack using your weapon. So basically it will reduce the speed on your weapon.


The only way it will work is you must be within the radius of the carbineer, say 20m and this can be a 30 minute lasting mod while a carbineer is soloing and when the timer is over thier speed of the weapon they use is doubled from the normal speed.


So if my weapon had a original speed of 3.0(not from the haste mod)it would now be 6 after theHaste mod clears and the duration for this is only 10 minutes. If you are soloing(not grouped)and placed the mod upon you, you will not be vulnerable dizzyness if you were grouped


While grouped with the HASTE mod I think the mod should last about 40 minutes give or take.


Now the negative side to this can bethedamageyou do usingyour weapon is reduced about a 1/6th including the abilities you use, so its basically saying now youdo 5:6 damage instead of 6:6 or another negativeside can be that sinceyouve beenembarked with a HASTE like mod you will be morevulnerable to dizzy because of all the rapid fire going on around you.


These type of profession base helpers would help makea diverse amount of combatprofessions needed in grouping causing a more flow of diversity between players instead of people just grouping with there PA's.


Another thing that carbineers should be able to do since a carbineer profession seems like they should be able to run in and gun downis, they should be able to cast shieldsONLY ON THEMSELVESwhich will allow them to have a shield that will be able to take inany ranged damage or kinetic damage, but does not resist bleed and what not and another negative effect of this would beonce the timer(set for like8 - 15min because of its great advantage the timer should be rather short)for this shield is done it will consume theirhealth and actionbut not wound, more of degeneratingeffect on the health bars,strength stat and stamina stat so it will be hard to regenerate it.


Another idea that I had in mind is if a carbineer is a person who damages action, why dont they have some type of skill for pvp usage that will effect a players stamina and quickness bar enabling them not to be able to really regenerate their action bar or reduce the stamina and quickness stats so its harder to regenerate the action bar.


In doing these such ideas I understand that it can make things a little bit easier in combat, while I gave negative side effects to each ability or helper mod that i suggested above, mabey you the devs or TH can make the rules even strickter.


Well those are my ideas, I hope the Thunderheart catches this post, it may inspire him, hopefully it does.... afterall i put a great amount of thought in it.


Insights Written by Mr. Riflemaker
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