Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-22-04)

DS-181-INTP
Mon Mar 15, 2004 10:23 am
#27






Dracoblood wrote:

9. Create a new "Trade Window" for Smugglers. Make this a screen where a customer places armor / locked containers and watches the Smuggler slice the gear.







The game desperately needs a "Slice Window".


Oh and TH congrats on the hire and the postion! There is nobody more qualifed to do this job. Thanks for making yourself available to SOE's SWG. I hope you are not going anywhere, anytime soon.


DS
Fedacorr
Mon Mar 15, 2004 10:24 am
#28

How about adding a simple switch to the client to 'turn off' the cinematic multiple fake shots from weapons?


This is purely client side, as far as I know, so it affects only your view, and would let us kill the extra shot animations when in major firefights where it could be a significant load on the client to animate all those shots at the same time.
Lobaca-Scylla
Mon Mar 15, 2004 10:27 am
#29

Thunderheart,

Still waiting on some sort of formal statment on the crafters aprons and variations of them not being wearable by wookies. Your in the process of giving us armor (major props by the way - very excited about that one) but, there are still many of us wondering if wookies will ever see any fair love towards some of the new loot your putting in the game.


Could we get some sort of awnser on this just a little blurp? Are there plans to look into this and possibly change this or should we just give up on this?

Lobaca of Scylla
Thunderheart
Mon Mar 15, 2004 10:28 am
#30






PetaByte32 wrote:

Please fix the bounty hunter missions.I am spending too much time going after dead waypoints and not enough actually getting experiance.


Allow us to help add more real content to the game. You made a post about path to jedi. Jow about a post letting us give you guys new quest and mission ideas?


PB32




Im working with Tanks on the BH issue. You can find a post to suggestion mission ideas here.







StarchMonkey wrote:

Any more details on the Aqualish Cave badge? We are still confused as to whether you know its just a POI badge and not actually part of the Hermit Quests. If there is something we "don't know " then I can live with that, but some of the answers we got were kind of vague.



Im sure we'll find out this month. One of the new design tasks is to have the Hermit Badge Quests fixed in Publish 8.







Rancorrider4 wrote:

TH,


Still waiting on some indication as to what is happening with Ranger and Scout camps once they're no longer needed for calling vehicles or pets. Our former coorespondent, N'Raas slaved over the Outdoorsman proposal. Can you tell us when we'll be able to get some info on this please? Also when we'll be getting an answer to our ten questions?


Respectfully,



I hav'e N'Rass's proposal right on my desktop. Right now, I dont have an answer. The schedule is packed through the Jedi Revamp. After that things will open up and this is at the top.


10 questions was originally something that 3 correspondents asked me for and that was the beginning. To answer 10 questions for all the professions is quite a work task, especially since I do them on my own time. I dont want to post and run either. I want to post each one and stick around for follow up questions. As I mentioned to Evilhairy last week, Ill to my best to do 1 group a week. (Im doing them in order they were submitted to me by the correspondent).






Kurt "Thunderheart" Stangl
Community Relations Manager
kalmank
Mon Mar 15, 2004 10:29 am
#31

Hey all,


I have an idea for a new dungeon: The Spice Mines of Kessel. This is a "long-term" dungeon, which means you can possibly stay a few days in it. Here's the story:


Jabba the Hutt needs more raw spice, now that Imperial troops are seizing random shipments during the Crackdown. So now, Hutt mobs are "kidnapping" players randomly on Tatooine, and hiring bounty hunters to kidnap those with low or negative Jabba Faction points, and bringing them to work in the spice mines. When you are DB-ed by specific mobs, instead of cloning, you are brought to the lowest level of the spice mines.


All ofthe player'sinventory and clothing are gone, stored in a lockbox which he can access if he manages to "escape." He is equipped with a prisoner's uniform. There are three ways to escape. The first is to pay off the level supervisor with a large sum of credits. This will bring you back to the closest starport to where you were kidnapped.


The second method is to work your way up to the top level of the mine. Each level has a quota of spice to mine before you can move on. Spice is mined like sampling resources. Also, you can get more spice to move things up by doing missions for fellow prisoners (NPCs) or supervisors. Once you get to the top level, You can bribe (with spice) your way into the Lockbox storage, which acts like a temporary bank, where you can retreive as much of your belongings as you'd like (in case you want to leave room in your inventory for the loot you've gotten in the mines), and run past the guards to a shuttle. This method does take a while, maybe a few days for a casual player, but you end up with the most amount of raw spice.


The third method is to get smuggled out. The only way to get to Kessel is to be kidnapped - but Smugglers with the Underworld and Spices trees can travel there from Tatooine spaceports. They are free to walk around, but they cannot actually mine the spice. There are missions they can do to get spice and loot, and they can also buy spice from prisoner players. Their best function is the ability to smuggle players (by grouping with them)to the surface of Kessel where the lockbox and shuttle are, usually in exchange for spice and/or credits.


New spices will be introduced that are mined. One idea I have is Glitterstim, from the novels. What it does is double the amount of whatever doctor and chef buffs you have when you take the spice, for 30 min (the downer is for 10 min you'll have no buffs at all). The raw spice that is mined cannot be taken as is - smugglers use them in crafting eatable spice. Something as good as this will encourage smugglers to come to Kessel.


More ideas arefor Bio-Engineers to get themselves kidnapped to get dna samples from underground creatures in the mines. Maybeanyone who is grouped with a smuggler can fly to Kessel (with their inventory and weapons), to try to take over the spice mining facility by killing certain npcs, and while they control it, they get a flow of raw spice into their inventory.


Lastly, since the planet Kessel's atmosphere is mostly unbreathable away from the mines (this is from the novels), very little of the planet's surface would need to be created, and the focus would be the mine itself. Also, since the Kessel system has a black hole in it, the sky could look really cool.


Ok, that's it for now. What do you all think?


-Isildur


Intrepid



* Isildur Sennen *
* Rummicub *
-- Intrepid --

Offer any items I win to my vendor near Coronet, at: -38 -5535
The_Great_Destroyer
Mon Mar 15, 2004 10:33 am
#32

Howdy TH,


I just was wondering if we could get an update on Wookiee armor. I believe you said it would be coming between Publish 7 and 8, but I was hoping you could be a bit more specific than that...thanks





Destroyer
GRWRRHHGGAAGHUHURR
>Official Stamp of Disapproval on the CU <
...has fathered half of the Eclipse population

Lotussutol
Mon Mar 15, 2004 10:36 am
#33

Are there smuggler mission terminals anywhere? maybe I am just not that good at finding stuff...but I would think that there would be smuggler missions...smugglers and missions go hand in hand....RIGHT?

SetzerZell
Mon Mar 15, 2004 10:37 am
#34

Make faction rank viewable to others in the same faction.


and any possibility or indication it is been considered as regards to a 3rd faction, (namely hutt)?,





Setz-er Zei
Bounty Hunter
Fleet Commander of the Malador Mercenary Fleet
Memnoch127
Mon Mar 15, 2004 10:37 am
#35

Id like to see a NPC vender that lets us BUY apprenticeship points, its so hard to find people sometimes to train them in and not to mention all the Macro yelling that happen in starports and Cantina's.

i know this wont stop that but it will make it easier and maybe cut down some of the Lag and other things within this game, would also help jedi BTW.

Faction Armor when can armorsmiths make it and when can we wear it?? thats a HUGe things everyone wants is if your imperial to own a set of faction armor and it atleast protect you and for Rebels to get a revamp on there armor style and for them to be able to make it.
BastionDar
Mon Mar 15, 2004 10:39 am
#36



I know this would have to be a while down the road (but the quicker the better), but I think there should be more hidden Professions. With so many new Jedi and potential Jedi, It would help keep the numbers low. Without stepping on the toes of other professions, it would offer choices to each player, and reward them with regards to how they “choose” to play.


The reason I suggest this is because soon there will be many Jedi on every server, much morethan there currently are, and I seriously doubt this is the kind of game you folks wanted. With the draw of the Jedi on everyone’s thoughts, there will be many of them running around, and I seriously doubt the Bounty Hunter changes will affect the majority of them.


I believe you should create at least 3 new hidden professions with the same appeal as Jedi. Powerful in their own right, but in a more non-spiritual sense. These shouldn’t be “Elite-Elite” professions per say, because those will be available to anyone. The new professions should be something different. Off the top of my head I can think of a Commando/WS super hybrid that makes all his own weapons, and can use them all.. Main purpose being for PvP, but still deadly in any other situation. Unfortunately, it would seem like a commando, but in reality, based up on the design by the devs (and hopefully player input), it won’t be. Jedi are like swordsman/tera kasi/doctors rolled into one, so these new professions should be a mix of several professions, but kicked up a notch.


Again, I know additions like this can affect balance, but what’s going to happen with Jedi is one..of many possible things. Folks will see the grind it takes..and feel that it’s worth it, and they will embark on the journey. Folks will see the grind, and not accept it, and voice protest about it, therefore eventually causing you (the devs) to make it easier, which will then cause more and more higher level Jedi, or..folks will see the grind, see that it’s not worth it, see that that wasted their time, and quit. There are many other possibilities, but the first 2 I listed seem the most likely to me.


Adding new professions, in my opinion, adds variety to the choices players can make regarding a hidden profession. Why be a jedi, when you can be another profession that can doesn’t necessarily have to hide, that can build unique weapon structures, or has his own type of unique weapons (plus the visuals to go with them). I envision Mandalorians as commandos/combat medics/brawlers/soldiers, all rolled into one. Able to make stimulants, their own grenades and mines, their own weapons plus upgrades, as well as structures that aid in the defense of a city and it’s bases. Of course that would just be part of it, I’m sure the devs and players can think of other things.


There just needs to be more than one profession so that folks don’t just choose 1, like the Jedi. It’s the only hidden prof there is, so it’s the only goal for the folks who are grindingIt could be better though, if they had a choice, to choose 1 of 4 hidden professions they wish to be, or you could make an epic quest (like what you supposedly have in the works for Jedi) to unlock these professions. The kicker is…you can only be one. If you choose to embark on becoming a Mandalorian Soandso, then that will use up your extra slot, therefore you can’t do the Jedi quests and have them both.


You’d need to delete the Mandalorian and then do the Jedi quests..or simply doing the Jedi quest would delete the Mandalorian. Or…you could have the possibility of all 3, but only be able to be one at a time. So If a person did the quest for Gehoddran (I forget the name, it was a super secretive bounty hunter clan in KoTOR), and did the Jedi Quest, and did the Mandalorian quest, and did the..Antarian Ranger quest (some super ranger/etc/etc combo) they’d have the ability to be any of these, but only 1 at a time. So if a person started their Padawan , decided they hate Jedi and want to make a Gehoddran Hunter, they’d lose their progress on the Jedi when they make the Hunter.


I probably over explained that. Sorry. Regardless, these professions would have to be designed to have the same…or close to the same appeal as Jedi. They won’t be counters to Jedi, but they should be powerful in their own right. I just dread the day when I see a lot of Jedi in a base fight.


I am aware this suggestion may be hard to implement, but I think something along these lines, as well as the addition of Elite professions will be well worth it.


I’m a Jedi btw. I do admit that I’m bit biased (dark side maybe?) against new and upcoming Jedi, but even before I unlocked, I wondered why there was only one hidden profession to unlock. Having more than one would, or could, help prevent the huge population of Jedi that are soon to appear. Unless Publish 7 stops the ability to unlock (which would cap the numbers, but kill off subscriptions) until the quest is live, I don’t think the Devs should waste their time on considering a new way to Unlock…not if their sole goal is to cut down on Jedi number. If they’re doing it for role-playing and continuity reasons, they yeah, go for it.


Yeesh, this was a long post, sorry.


Anyway, thanks for reading.


TaimaishuYun
Mon Mar 15, 2004 10:39 am
#37

and how about combat driods... a while back ago you said we would get driodekas and other new combat driods.. shouldnt this be in publish 7?





Taimaishu Yun

vv
\Samurai \
Ackis
Mon Mar 15, 2004 10:39 am
#38





Delii wrote:

some ides to reduce clutters on coronet (or corellia)


1. reroute yavin4 to tatooine (remove from corellia)


2. reroute endor to naboo (remove from corellia)


3. decrease shuttle interval to 8mins (to compensate for the rerouting)


this will in turn create a money sink to the game, reduce the traffic to corellia and make waiting for the shuttle slightly shorter (for those direct transportation route)


this also enable players to travel more to other planets such as naboo and tatooine, thus balancing out the traffic and cities stuttering.






I'd like to elaborate on this point.

Why isn't it possible for me, say on Rori to buy a ticket that adds the cost of going from Rori to Naboo to Corellia to Dant that allows me to travel from Rori to Dant in one load? By doing this the following could be implemented:



  1. Increase star porttimes to 15 minutes

  2. Stagger star porttimes on differentdifferent planets

This would reduce lag as 4x an hour you'd have character transfer from different planets instead of 6x, and with official, intended staggering of times on different planets you don't have characters transfering all at once. Overall, by making it possible for me to travel across the galaxy you spread out the population more (who wants to live on Rori when it takes that long to get to dant?), and as a result you reduce lag in coronet and lag overall because of shuttle times.


In addition to this, shuttleport times (inter-planetary) should be decreased from 10 minutes to 5 minutes. This allows a clear differentiation between shuttle and starports.




Imperial Captain Ackis Losackego - Über f335h

JediKozel
Mon Mar 15, 2004 10:41 am
#39






Lotussutol wrote:

Are there smuggler mission terminals anywhere? maybe I am just not that good at finding stuff...but I would think that there would be smuggler missions...smugglers and missions go hand in hand....RIGHT?








We wish, or how we wish ...





Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
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