Development Cycle Archive
Thread: Publish 6: Released Wednesday Morning
R2DADROID wrote:
electricnomad wrote:
Sterge wrote:
I understand and agree to some extent. I knew as soon as I posted that my point would be misunderstood. I meant that Imperial Colonel should be worth something and that this is a perfect fit for my 'work'.
As far as Smuggler's using their skillpoints to obtain 'Smuggling' ability, until the Crackdown they had absolutely NO SMUGGLING ABILITY. Why some are complaining (read whining) about not being the ONLY ones able to avoid scans I can't understand. Before the patch, you had no smuggling use in the SWG world, now you have great value in my mind and in many Smugglers I've seen minds... only the few whiners who need to learn to have some patience ... see how it all plays out ... and then offer Constructive Suggestions to make things better.... the whine is getting old, useless, and downright annoying
Your sig says Master Bounty Hunter.
Imaginethatit's prior to Jedi Bounties andthe Devs introduced a new Bounty Hunt Publish. In that publish, all Imperial Officers, by virtue of the law and order they're supposed to be upholding, got to hunt player bounties for regular characters and take out Jedi, too, AND would have 500% faster Imperial tracking droids (hey, Imperials have good technology, right?). Bounty Hunters would to hunt Jedi and not regular players; only Imperials could run the regular bounty missions, and you wouldn't get any special droids.
So Bounty Hunters would get some new content and be able to live up to their name, but Imperials, by virtue of some invested FP and the mantra that they are the law and they have better technology, would actually get better bounty hunting skills than you.
That's the sort ofidentity stealing that's going on here. Smugglers gotsome spending cashto play with, sure, but our inheritance just got given away to someone who's not even in our family.
Imperial players can hunt any Jedi without a mission.
I don't have a problem with that.
I can't edit my post for some reason.
I meant:
Any Imperial player, regardless of rank, can hunt most TEF'd Jedi without a mission.
If a Jedi went Sith, any Rebel player, regardless of rank, can hunt them.
As a Master Bounty Hunter, I don't have a problem with this.
It fits into what Star Wars is about.
The Empire wants Jedi dead and the Rebels want anyone who sides with the Empire dead.
Actually, because the Empire generally doesn't want any Jedi around, regardless of where their sympathies lie, Imperial players should be able to kill Sith Jedi, too.
That would mean even more people after my marks.
If they kill my marks before I do, I lose out on big money.
But that's just part of the deal.
Removing the ability to use Holos and most likely the current Jedi System BEFORE the new system is in place is WRONG! The current Jedi System is not a bug, using holos is not an expliot of any nature and as such should not have been removed in such a matter and WITHOUT any notice. This was a total violation of player rights.
Reenable the system or I and many other players are quiting, a game dev team which preaches reform yet pulls such BS cannot be trusted in any matter. This game is already losing subscribers as-is before this mess, and you do this.
I doubt you have any hope of holding players with this type of customer relations. Also note your patch notes NEVER reflect this change.
Nice job SOE!
alioninwinter wrote:
COMPLAINT!
Removing the ability to use Holos and most likely the current Jedi System BEFORE the new system is in place is WRONG! The current Jedi System is not a bug, using holos is not an expliot of any nature and as such should not have been removed in such a matter and WITHOUT any notice. This was a total violation of player rights.
Reenable the system or I and many other players are quiting, a game dev team which preaches reform yet pulls such BS cannot be trusted in any matter. This game is already losing subscribers as-is before this mess, and you do this.
I doubt you have any hope of holding players with this type of customer relations. Also note your patch notes NEVER reflect this change.
Nice job SOE!
I'll retract that now that my server has sorted out the problem. But they were not working.
alioninwinter wrote:
alioninwinter wrote:
COMPLAINT!
Removing the ability to use Holos and most likely the current Jedi System BEFORE the new system is in place is WRONG! The current Jedi System is not a bug, using holos is not an expliot of any nature and as such should not have been removed in such a matter and WITHOUT any notice. This was a total violation of player rights.
Reenable the system or I and many other players are quiting, a game dev team which preaches reform yet pulls such BS cannot be trusted in any matter. This game is already losing subscribers as-is before this mess, and you do this.
I doubt you have any hope of holding players with this type of customer relations. Also note your patch notes NEVER reflect this change.
Nice job SOE!
I'll retract that now that my server has sorted out the problem. But they were not working.
Here's my whole deal with the crackdown: It doesn't make any sense.
The idea behind it is that the Emperor wants to police the "contraband items". This is easy enough to understand. Stormtroopers are sent out to scan for the contraband and act accordingly. Fair enough. It's what happens when you get caught that makes no sense.
Rebels caught with contraband get a TEF, which will then force combat upon them. Rebels that pass the scans go away free. Um, hello...if stormtroopers have the ability to tell if someone with contraband is a rebel, why can't they tell that the person with no contraband is a rebel? It would seem that if the stormtroopers are out to look for contraband, that's all they should be looking for. If they find it, they fine or take faction points.
I understand the concept of high ranking imperials avoiding scans. Despite being a smuggler, I will avoid this issue. However, I would think that unless I can prove I am a high ranking Imperial I should be subject to a standard penalty of a fine or FP. Stormtroopers should not be scanning for faction purposes. A suggestion would be to give rebels a choice: Pay the fine or refuse. If you refuse, THEN you get the TEF. If you accept the fine, you go on your way just like all the other neutrals or low level imps.
If stormtroopers were randomly given the ability to scan for faction, then they should be doing that to everyone. Think to yourself, which would the Emperor care more about: finding 2 crates of spice and a sliced weapon, or discovering a rebel and killing them. That's an easy choice for the Emperor. However, it's a terrible idea to have stormtroopers scanning for faction as that destroys the whole concept of being covert.
Forcing a TEF on someone is bad. Giving them the choice of a TEF ora fine, that's fair.
On a personal note, the day that I get deathblowed by a group of cantina camping Imps because I fail a roll as a Master Smuggler is the day I seriously considering packing in my accounts and moving on.
electricnomad wrote:
And if Imperials got to hunt regular player bounties, but Bounty Hunters didn't?
I've proposed something beforethat lets anyone who wishes to be full time PVP to do so, without having to be in a faction.
There would be a new PVP Mode button to check in the Options menu.
Basically it would make anyone whochose to be voluntarilyattackable able to attack anyone else who's attackable.
So anyone could go hunt anybody else.
Basically anyone would be able to role play a bounty hunter or markif they wished.
I'd much prefer that to having a Bounty Hunter profession.
I'm not a big fan of the profession system in general.
It limits how we can play the game.
I wish we could just pick from a skill buffet.
All you can eat for 250 skill points.
As for the Imperial Crackdown, I've proposed that Smugglers should be able to make counterfeit Imperial ID cards they can pass off (free or for a price) to Rebel players so they can get by the scans.The higher the Smuggler's skill level, the higher the ID's quality would be. The better the quality of the fake ID, the better the chance of a Rebel getting by.
Along with that idea, it could be that only overt high ranking Imperials could get by without a problem, as long as they had their ID.
Non Imperial Master Smugglers with the best quality fakes could get by almost as easy.
But with the Crackdown as it is, I've thought about making my first Rebel character so I can sneak around. I've thought about making a Smuggler character ever since I learned what Slicing is. So I might make a Rebel Smuggler pretty soon. It sounds fun to me.
There needs to be a seperate thread for problems with the patch.
I can't use the Character Selector screen without locking up my computer.
I can log into a character, but if I go back to the Character Selector and try to log into another one, my computer locks up.
I recall pretty much the same thing happening in beta.
We had to shut down the game completely and restart it if we wanted to play another character.
R2DADROID wrote:
electricnomad wrote:
And if Imperials got to hunt regular player bounties, but Bounty Hunters didn't?
I've proposed something beforethat lets anyone who wishes to be full time PVP to do so, without having to be in a faction.
There would be a new PVP Mode button to check in the Options menu.
Basically it would make anyone whochose to be voluntarilyattackable able to attack anyone else who's attackable.
So anyone could go hunt anybody else.
Basically anyone would be able to role play a bounty hunter or markif they wished.
I'd much prefer that to having a Bounty Hunter profession.
I'm not a big fan of the profession system in general.
It limits how we can play the game.
I wish we could just pick from a skill buffet.
All you can eat for 250 skill points.
If there was no profession system, one of my characters could pick up the slicing skills line and call himself a Smuggler, or just pick up any weapon skills he wants and call himself a Bounty Hunter.
As for the Imperial Crackdown, I've proposed that Smugglers should be able to make counterfeit Imperial ID cards they can pass off (free or for a price) to Rebel players so they can get by the scans.The higher the Smuggler's skill level, the higher the ID's quality would be. The better the quality of the fake ID, the better the chance of a Rebel getting by.
Along with that idea, it could be that only overt high ranking Imperials could get by without a problem, as long as they had their ID.
Non Imperial Master Smugglers with the best quality fakes could get by almost as easy.
But with the Crackdown as it is, I've thought about making my first Rebel character so I can sneak around. I've thought about making a Smuggler character ever since I learned what Slicing is. So I might make a Rebel Smuggler pretty soon. It sounds fun to me.
See, I actually like the profession system specifically because it does limit what you can do. I think it makes the game more interesting in general. I liked the 2nd and 1st editions of AD&D, where you actually had classes. The 3rd edition is ok and all, and picking skills is kind of cool, but I really prefer things to be a bit more clearly defined in terms of professions. I like class-based first-person shooters too. Battlefield 1942 is a good example. You can do certain jobs, but can't do everything. I think that makes the game more interesting, more challenging, and more fun. If you disagree, that's ok, but why would you play a game that limits you this way? That I don't understand. I do, however, understand why you have no problem with this change -- because you personally view the profession system as a bad thing more or less.
But, would you agree that this particular change, in letting Imperials pick up a profession's skill as a faction perk, moves away from the more "bright line" profession system that we have now and towards more of a "skill buffet" system that you'd prefer?
To add to my previous post. I have a friend online that is having the exact same problem on Corellia-Chilastra. So I know its not just me.
Corjo-Chilastra