Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-5-04)

FalgornLightfoot
Mon Mar 29, 2004 11:51 am
#27


I am a Bounty Hunter on Chimeara - Europe, and in my opinion, because of my profession choice, I am getting significantly less from the game than other players.


FirstlyI do not want to drop Bounty Hunter. Its whatI got the game to play, andI know there are a great many people out there that feel the same.


As a result of my choice,I cannot remain as Master Bounty Hunter, and master any other profession at the same time. As such my game content is severely restricted in a way that no other profession must suffer.


As a result of my choice,I have virtually no defence, so to solo any medium - high level quests alone is out of the question. As such, my game content is severely restricted in a way that no other profession must suffer.


As a result of my choice, when I choose to go overt, I must fight in a very limited way to survive. The amount of skill points I spend, do not reflect my skill in combat. As such, my game content is severely restricted in a way that no other profession must suffer.


For me personally to stay as a Bounty Hunter (and indeedstay in the game) I respectfully request that one of the upcoming mini publishes involves some kind of Bounty Hunter content revamp.


I know that Jedi Marks have only just been included. And i do not mean to sound ungreatfull, but the chances of acquiring a mark and actually being able to find / kill one, are pretty slim. Not that this is not an unwelcom inclusion. but its not enough for a profession thats game content is severly limited.


Please, consider the following:


1. New Bounty Hunter content. Alter the grind.. try some Bodyguard missions.. escort missions, so much in this game is varied and ingenious.. please just direct 1% of that talent at our professsion.


2. A bounty hunter should be able to hide from radar. At least then we can sneak up on ppl.


3. Factional bounties? PvP and PvE. If someone gets -5000 imp/rebel standing I think their both combat capable, and acceptable targets.


4. Smugglers feign death. Other players have defences to keep them alive.Can Bounty Hunters have some balance with this. Our offensive ability's are good but not the best. Any chance for some sort of "quick escape" skill. I dont want to be Ultimate in combat. I even like somewhat that in combat currently a Bounty Hunter has to be really clever to survive. But still.. no defences in a world of combat medics and flame dot's.. high lvl melee defences and ultra tough dungeons, can make a bounty Hunter feel out of place, and outmatched.



Most Bounty Huntersthat complain are metwith the opinion.. "if you dont like it.. drop BH"... I dont want to do that. When i do, it will be when im deleting my character.


So to the developers. Right now, I really like this game. And its getting better. But I dont feel that im getting the same value for money as non Bounty Hunters. If you disagree fair enough.. but im not alone in my convictions.


Thanks for your time.



Falgorn Lightfoot --Master of Pistols-- --Master Jedi Slayer-- --Master Bounty Hunter--
NabloDiaz
Mon Mar 29, 2004 11:58 am
#28


A random idea came to me while looking at one of the load screens. So thought I'd just get it out in the open even if no one reads it.


An idea for a new dungeon basically, in a way it's similar to the corevette style one but on Naboo. Basically it would be some missions that you could do in the sacred gungan area and when completed you would learn that one of the underwater gungan cities is under attack.

You would then have access to a gungan submarine that would take you to the city much like the corvette. The dungeon would consist of one of the gungan underwater cities, and you have to work your way through trying to rescue an important trapped gungan ambassador.

If you were imp and doing the mission the place would be taken over with rebels, if you were a rebel it would be the other way round.

For neutral players it would be harder plasma thiefs that have taken over the place.


You would basically work your way through the place eventually freeing the trapped gungan ambassador. Upon doing so you would get a reward. All be it a badge of some kind or a schematic. One idea for a schematic could be for one of those personal gungan shields that are in Episode I.

The shield it self may be limited to certain professions using it such as pistol users, swordsman, etc. An area of weakness for the shield could be if you attacked the user from behind, or if the battery power on the shield was used up.


The schematic could be used by armoursmiths but the finnished item would use Batteries to power that you would get from Droid Engineers.



Just a rough random idea really.
Ackis
Mon Mar 29, 2004 12:16 pm
#29






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.





Great idea!!!




Imperial Captain Ackis Losackego - Über f335h

Blackstaff425
Mon Mar 29, 2004 12:39 pm
#30

I have conserns about the new jedi system. I thought I saw from some Red name that it will make jedi easer to get. I do not like the idea of SWG becomeing JWG (Jedi Wars Galaxies). I hope you will all be carefull how many jedi there are.
Ablon
Mon Mar 29, 2004 12:44 pm
#31




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





~~~Bring forth the capital ships!~~~
- SWG - Capitol Ships!
AgreaAtodlie
Mon Mar 29, 2004 12:45 pm
#32

I like the gungan dungeon idea, i mean god knows gungans were a bit slow, but damn if there city was not cool...


another idea...some of the static quests are well, weak...boring,...unrewarding,...and well they are almost all the same...take this here, escort this loser their...boring...


Maybe spruce up the static quests, say make it a murder investigation, no real rewards, maybe yet another or something...this person is murdered, and now it is your job to figure it out...make it a mission pay out of 150k or something...but make the quest long, say, 15 parts, so that people don't reset it for a money exploit, and no pay out on the mission to you are done with it, then make it so it can't be reset by the player, that only csr's etc can do that.


maybe a true kidnap investigation, following clues, like finding a datadisk in a locker of a compound, that gives you random wp on such and such a planet, to a static instanced spawn where you duke it out with the kidnappers, or say, Buy the hostage, or say, kill the hostage and the kidnappers...make it have multiple endings, so that you can feel like you really made a difference in the course of it, content.


Maybe with the factional missions, make them a bit more involved than a cheesy description no one ever reads, a base that almost always looks alike, and the same set number of npc spawns...make it like...your mission if you choose to accept it is...You have been tasked by (input big wig in the empire or rebellion) to investigate a base for rebel/imperial/smuggler activity...so, you don't necessarily kill and go, you may need to negotiate with the smugglers (say you want something from them, say a bribe for keeping your trap shut about what is going on), or you have to collect something from them (stolen datadisk, that describes say technical read out, and personnel support numbers for a specific rebel/imperial base) you take the disk to the mission giver and they can (if you took the bribe the mission can stop there, or say if you took the bribe, it gives you a different database, sort of turning traitor on your faction ((so you give them a copy of the disk, instead of the original, hey you got paid, and completed your mission)), say give you the wp to said base, to notify them of a possible attack,...maybe make it so you can help defend the randomly, instanced, spawned base or underground network...have the opposing faction/enemy npcs raid the base, and if you and your group can keep it alive, you get a set amount of fp/xp/credits...


for say static quests, help an old man find his family, use datadisks, wps, multiple npcs etc.


Help the empire find a dangerous criminal, same as above wp, datadisks, npc bribes you, etc.


all of these are obviously rough ideas, but i know they would be fun, if worked out and balanced properly...some quests are just fun to do, and don't always need a L33T reward at the end.
Zarathustra
Mon Mar 29, 2004 12:59 pm
#33

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....






~Zarathustra~
~~Founder of Zaracorp Weapons~~
~Etheara Greame~
4/4/4/4
~~~Dark Jedi~~~

NagaSri
Mon Mar 29, 2004 2:22 pm
#34

So I was thinking of ways to spice up the SWG and GCW and I and a guild mate came up with a few ideas:


1.) GCW Buildings - WhatI mean are bunkers, towers, etc. Something that would add more to just setting up faction bases and leaving them there. These can either be crafted by archs or bought with faction points. Personally I think Archs crafting them would be better, because people could place them in cities or in pvp areas to setup more of a tactical situation to them.


2.) Allow player cities to set with in their boundries a GCW pvp area. Basicly small battlefields politicans can map out.


3.) Streets for player cities. The over growth in player cities is insane. In the same light steps, bridges, walls or some sort of boundries to help define player cities more etc. More options to customize player cities.


....more to come.







Bounty Hunter/Imperial Pilot


"I am the Spirit of the Wolf and of my People"

Kagar
Mon Mar 29, 2004 2:42 pm
#35



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?





Tetsuo Lighstar

Vendor : 865 -4819 Elwan, Naboo, Farstar server
Syrillius
Mon Mar 29, 2004 3:01 pm
#36

I want to ask, if there is anything in planing about a "worldrevamp" as you do a "combatrevamp".
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.



IGN: Ahshyrian
Kaorset
Mon Mar 29, 2004 3:09 pm
#37

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?





Kaor Sek - Bounty Hunter, Gorath Server
Tillia Gandora, Master Munitions Trader, Gorath Server
Ryutek
Mon Mar 29, 2004 3:17 pm
#38

Thought I would post this again this week, just to let people know...









A Letter to Those Who Do Not Understand The Smugglers' Position


By Ryutek






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.





Section 1: Definition(s)


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.



Section 2: Regarding Illegal Items




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.





Section 3: Regarding Smuggler Skills




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:

ILLEGAL ITEMS MUST BE MADE TRULY ILLEGAL AND HAVE STIFF PENALTIES FOR BEING CAUGHT WITH THEM AND WE CANNOT GIVE THE SKILLS OF A PROFESSION AWAY TO EVERYONE WITHOUT HAVING THEM INVEST SKILLPOINTS IN THAT PROFESSION








Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Seinth
Mon Mar 29, 2004 3:38 pm
#39

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.



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