Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-5-04)
Great idea!!!
wickedHangover wrote:
I decided that I will be posting this every week until we get a reply.
I want, on the character sheet, this changed:
Lots Remaining: 3
With something more like:
Lot 1: Small naboo house.Status: 23d14h.Rori -4500, -2500 (create waypoint)
Lot 2: Equipment Factory. Status: power 6d4h maint: 7d 23h Rori -4500, -2600 (create waypoint)
Lot 3:Food and Chemical Factory.Status: power 6d4h maint: 7d 23h Rori-4500, -2550 (create waypoint)
Lot 4,5:SmallGenerichouse.Status: 4d8h. Corellia 2200, -1500 (create waypoint)
Lot 6:BER14 Fusion GeneratorStatus: power 2d14h maint: 3d 13h. Talus 350, 781 (create waypoint)
Lot 7: BER14 Mineral Harvestor. Status: power 12d9h maint: 13d 3h. Tatooine 3256 4567 (create waypoint)
Lot 8: (empty)
Lot 9: (empty)
Lot 10: (empty)
I am really tired of losing track of where my lots are spent. I have a bad habit of deleting waypoints and would like either a screen that gives me my lot usage, or have the character sheet better display my lot usage.
Back in the days of betain the wish list forum a dev posted that the Wookie skins would be changed to something better than the current skin that resembles the planet texture of naboo. Is this still going to happen?
The new Wookie armor looks great- thnx for getting the Wookies armor.
News letter- is the newsletter live?
AT AT walkers?
Lag- This is a huge problem as you know.
Thanks
A few more ideas for improving the game:
1) Change the food meter to read a number of xx/100. The current meter tells us nothing about how much filling space we have left.
2) A galaxywide trade channel people can join to trade items on, the spam in certain cities is unbearable at times and only causes lag.
3) You know what I'd really like to see in the wild sometime? You know how there are those animal made paths on Dant and Lok that look like roads? Why couldn't there be like a huge stampede of animals running by them atsome point in time, all ending in a huge field of mobs, like huge, where even if a group of 20 tried to go, they'd be getting mauled by all of the additional mob. Make high end content like that with items already in the game, etc....
OK I'm new to the game, I'm only playing it for a few weeks now but one thing in the game is very wrong. I've noticed that there are IMP PA's out there that make use of spies to find out when a base is vurnable. I'm not going to make any accusations here cause this is not the place for it. I wonder if it isn't possible to build bases in a way that only the administrators can see when a base is vurnable. And if certain players like it to spy a lot, why don't the dev's make up a spy job. This way imps can try to become a spie as a profession but when they try to sneak in the base they will have a certain chance that they will be discovered and be attacked by the guards/towers/players?
It is commonly known, that one of the weaknesses of this game is general world/leveldesign. It looks often a bit uninspired and random.
If not, i would strongly suggest to do something that aims in that direction.
T-heart, for one thing...look in the BH forum. For the most part, we have the problems fixed. You just need to implement them. There's been some really good ideas.
How about letting Bounty Hunters go after Smugglers too? That would be fun, plus they're a tad easier than Jedi to take down. Most of us just really want player bounties implemented. It's why we became bounty hunters.
Oh, and can we make Armor have certifications, just like weapons? I mean really, how many armored Jedi have you seen in Episode I or II?
I have seen way too many people come in lately that do not seem to understand where many of us stand, and so I wanted to put this in persepctive.
Merriam-Webster
Main Entry: smuggle
Function: verb
transitive senses
- 1 : to import or export secretly contrary to the law and especially without paying duties imposed by law
- 2 : to convey or introduce surreptitiously
intransitive senses
- 1 : to import or export something in violation of the customs laws
Dictionary.com
smuggle
- 1 : To import or export without paying lawful customs charges or duties.
- 2 : To bring in or take out illicitly or by stealth.
Currently we are the only profession that does not do what our own name states. We do not smuggle.
Quite simply, we want to provide a service to players who wish to have illegal items moved from one place to another. There are many suggestions on how to achieve this, and I am not writing this to support or condone any one idea, so I will not go into any details here. What we want to keep from happening is to have our skills wasted on an entirely self-contained "mini-game."
The one thing that is making most of us upset though, is that our impression of the player base in general is that NO ONE seems willing to accept consequences for their actions. What we have seen is that the player base wants all of the rewards, and the ability to get and do everything in the game, without having to work for it. Let me use an example:
EXAMPLE
With the "Imperial Crackdown" there was not, originally, any bonuses to Smugglers to evade these scans. The Smuggler Community lobbied for a change, and did eventually receive the ability that we should rightfully have (it is, after all, a limited form of smuggling). Now, here is the problem, Imperials get a free ride to carrying contraband (which by definition is smuggling) without having to invest any skillpoints into Smuggler. This means our skills were given to other players without requiring them to be Smugglers. To make matters worse, items in Droid Compartments are not scanned either, so now every player is essentially a Smuggler without having to spend skillpoints. See the problem?
All we want is for illegal items to be illegal, not illegal to Person Rebel and not Person Imperial. We want consequences for carrying illegal items, not an apology to Person Imperial and a measly 50 credit fine to Person Rebel (Just tossing numbers, I know it is low but not sure how low).
The players of SWG have gotten used to having sliced weapons and armor and spices as commodities, when they are, in fact, not. They are illegal items (It even states it in the descriptions of the skill tree and with the new sliced tags on items). As such there should be STIFF consequences for using these illegal items.
Our profession in a rare one in this game in that the end result of our actions is not dictated buy our equipment but only by our skills. A chef has not only their skill set, but their extra experimentation points, resource quality whether they're in a City with a Research Center specialization and tool quality all come into the mix in determining the quality of their work. Likewise, not only do Docs have those crafting variables when creating their "tools" but when using them they also have buff pack quality, food+cloths, droid quality, BF, etc. when determining the outcome of their buffs.
Smugglers have none of those additional factors determining the outcome of our work. It is *only* our skill level that has any manageable effect on outcome. Our tools are not high tech in game terms. Think of it as the MacGuyver school of crafting/slicing. Our skill is in taking whatever we have at hand and turning it into something - something that your average guy on the street cannot.
EXAMPLE
There has been a recent proposal about making Mag Seal containers able to be opened by anyone with a kit crafted by a Smuggler. Mag Seal Containers are locked containers that are not able to be sliced at the moment, and are on a "time lock" type of mechanism. If this was to go through then we would be, yet again, granting our skills to the player base without having them require spending skillpoints to actually, get this, gain the skill. See a problem here?
Ragnaat wrote:
Think about the 'ability' of one to pick a 'real life' lock with a paperclip. I could get a room of 50 people together and hand them each a paperclip and park them in front of a locked door. Just because all 50 people have the "tool" does not mean that all 50 doors will magically become unlocked. ONLY those with the SKILLS will find themselves opening the door.
That is it in a nutshell ladies and gentlemen. Nothing fancy, although we have many ideas that would be great if they were implemented. Take a look at the hundreds of constructive posts we have in this forum, and you will see that we are capable of coming up with a system that everyone can enjoy. It all hinges on one thing, though, and that is the fact that:
How bout some generic items that could aid players and events. LIke a data disk craftable by artisans. the farther up the engineering tree, the more characters it could hold. IT could be made out of 8 units aluminum, 4 units non ferrous metal or something. They could be encoded, serial numbered, or whatever. They have multiple uses, such as giving out fliers for events, vendors, encoded pvp plans read only by a particular faction or having a known encrption code. It could also be used in events when things would be needed to have a serial number or a special message. I play on chilastra, and probably the coolest event are the Neutron-7 episodes and quests.If they had craftable datadisks among a few other improvised items, the quest would be perfect.