Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-8-04)

CaLVines
Mon Mar 01, 2004 5:12 pm
#40

After your latest forum glitch, there are several rumors about the upcoming combat balances.

You know, stuff that has to do with speed, and stuff that has to do with the numbers 1/2/3, or maybe stuff that has to do with both.

How about you comment on these rumors. I do not understand why your strategy is to leave players in the dark as long as possible about the upcoming changes and why you forbid your/our correspondants to share information with us, but if rumors like this are out there, maybe you could get an answers for us?
GrandPotato
Mon Mar 01, 2004 5:34 pm
#41

I've noticed lately that many of the docs on Eclipse have shifted from keeping track of who is next on their own to having us form lines. Lines are natural, simple things that people do naturally in real life, however they don't work so well in this game, especially since there is no "collision" in-game. We can stand directly in the same spot as someone else. This allows people to grief lines, jumping in, claiming they were there the whole time, etc. My idea is radical, probably won't have enough development time to get into the big droid publishes, but please hear me out:


Droid "Take a Number" Module


This module would allow any service profession, such as doctors, slicers, image designers, and the like, to display this droid, and have people "take a number" from it.Patrons could look at the droid's radial menu, "take a number." The owner could look at the droid to see who's next in line. When they are done with the current customer, they can select "Next number" and it spits out the name of the next person in the queue.


Simple in concept, not so simple in the programming, I understand. It would save a LOT of hassle and argument. It could help the docs take charge in keeping track of who's next without making the people waiting police the line. It's no fun that way.




oOjow Eeno Labs Erbo Anyi Ojow Eeno Labs Erbo
iEeno Labs Erbo Anyi Ojow Eeno Labs Erbo Anyi
wLabs Erbo Anyi Ojow Eeno Labs Erbo Anyi Ojow
Erbo Anyi Ojow Eeno Labs Erbo Anyi Ojow Eeno
Anyi Ojow Eeno Labs Erbo Anyi Ojow Eeno Labs
Ojow Eeno Labs Erbo Anyi Ojow Eeno Labs Erbo
Eeno Labs Erbo Anyi Ojow Eeno Labs Erbo Anyi

Boeda
Mon Mar 01, 2004 6:15 pm
#42

We all use swgcraft for our resourse needs.


Why not have this function in game ?


Data base is there. They could involve it in new 'content'. Like a satelite an architect could make. Yould need one per planet you wanted to monitor.


Then your Resource data tab displays the information. They could even be (locationless) waypoints. with the stats in the mouse over.





- - -

There are No Steeenking 'Checkers' in crafting skillpoints !




Improved !!! Revised,"Alternate" New Combined DC/DE Hybrid Answer

d0nnybr00k
Mon Mar 01, 2004 6:28 pm
#43

in addition to what lobaca says, why do wookiee battle pads not have any armor rating what so ever? wouldnt it seem like the logical thing, that somthing called a battle pad, which specificallyhas a word describing fighting in it, would have some type of protection, i too have been playing as a wookiee since release, and am getting tired of being gimped when it comes to doing anything by myself, and having a master marksmen human with 80% protetion comp armor being able to solo rancors and stuff, not to mention the fact that basically 70% of anycombat mastery with armor and a small buff can kill me in PVP when im master commando, buff or no buff how does that seem to make any sense what so ever? this is really an issue that needs to be attended to



Abominableookie-wanderhome
Leeta-the- Pirate
Cakins7005
Mon Mar 01, 2004 6:36 pm
#44

Stop nerfing brawlers. No one will be Master Brawler because you are nerfing warcry AND intimidate. 3 of the 4 specials at Master Brawler will be useless.


Don't nerf Panic Shot. The Smuggler's need that move to stay the same.



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
eyeprod
Mon Mar 01, 2004 6:51 pm
#45

REGARDING BOUNTY HUNTERS:


forget the defenses! who needs em?


proposed bh special abilites:


1. bh shouldbe ableto craft high explosives and set them up as traps that are invisible until triggered. i.e. the bh rigs a nice explosive trap down a dark alley. then he lures an unsuspecting victim down said alley. the victim triggers the trap when he/she comes within 10meters, but the bh is immune to it. this trap should do more than considerable damage, medium ap,blast. more than 1 type ofexplosive trap could be available, but i think 1 is enough to have ALOT of fun. a 1 hit k.o. would be awesome!


this would make players very unlikely to follow a bh, and that alone is worth something to me. allowing me some time to think up some more strategies, as well as working wth the current system.


2. Give bha restraint weapon. the vuln exists, and we are just the players to use it. a restraint weapon could make a player/npc immobile, and unable to use specials for a specified amount of time. perfect for capturing or killing.


mandragore, master bh, kauri





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[[[[|]]]] MANDRAGORE.kauri---------------------------------[[[[|]]]] KEENWA.starsider-------------------------


WIldWhippy
Mon Mar 01, 2004 6:58 pm
#46

When will wookiees finally get some lovin? maybe make them wait another year so no one plays wookiee anymore



FurryCheese - Wookiee King of Coronet | Mount Wars Coordinator
Uber Wookiee Hunter Extraordinaire - Wookiee Protestor[WanderHome][Bria] - Proud Wookiee Jedi
Guilds Destroyed : 2

Every woman's teddy bear

-"His breath stinks of eating toasted cheese" - William Shakespeare, Henry VI
teemort
Mon Mar 01, 2004 7:33 pm
#47



i have a couple suggestions for swg. hope this is the right place...


First - I would LOVE to see a system put in place where players can submit bounties to the BH mission terms. THey choose the price, they pick the name. Based on the price bounty hunters will pick and choose the missions they want to do. I've seen many players upset for whatever reason - offering unofficial bounties. All BH would be very pleased with this update.


Second - regarding mastering professions. I think it would be way cool if once a profession was mastered - the player could revert back to it - without having to do the work. So say i master BH - then drop it - and want to go back. Make a wind up period of say a couple days - every 24 hours 1 level of skill would be returned. eg. get pistols, carbine, inv, and LLC 1 after 24 hours. 2, after 48 etc etc. But only allow people to return to fully mastered profs. Even after the jedi system is changed - there are many professions I would like to sample. But after all the work i've put into BH -- i REALLY don't want to drop it - unless i could get the skills back without doing all the work...


my two cents. thanks for listening. and keep up the good work with this wicked game!
Mug_wump_bins
Mon Mar 01, 2004 7:36 pm
#48

in addition to what I previously said about armor encumbrance I would find it interesting if through various professions characters earned armor wearing bonuses that reduce the armor encumberance HAM penalty

Plus I have read a lot of comments about what people want from being a bounty hunter. From these I get the feeling they all want to be like Boba and his dad. Nevertheless from the movies we get te feelings no Bounty hunter is the same. One is even a droid ( IG 88 ) though it seems it was a droid programmed to in fact hunt Boba fett explaining the presence of his carcass in the ugnaught forge when they are trying to melt poor C3PO.Others are aliens with all kind of weapons ( rodians trandoshans and and more like Zuckuss) one is a cyborg ( Dengar ) so it seems not two BH are the same. In the game they seem like la enforcer though in the movies they are sometimes hired as assassins Jango's bomb attacks in episode 2 )
From that I get the feeling they should have access to a more diverse array of weapons and skills than other professions: my suggestion is t hat being costly in term of prerequisites the Bounty hunters could be allowed to have access to the skill trees of other professions without costing skillpoints
for instance they could choose two Skills upon being novice that they can choose to develop just as the rest except they dont cost any extra skill points and two other skills once they reach master BH the profession they could take skills from, could be commando ( the fetts are seen using rockets and flamethrowers and boussh doesnt surprise anyone when using a thermal detonator ) elite melee professions ( a tera kasi could hunt targets as they are typically hired as assassins and several of jabba's henchmen use pikes and such) elite marksman professions, ranger as a lot of ranger skills make more sense for a bounty hunter than for a ranger ( manhunting skills obviously ) it would be easier to give double skill points for all players I guess
Haruspex77
Mon Mar 01, 2004 8:05 pm
#49

I addressing the combat concepts for various professions, you might also consider the the current situation for all the Artisan and Entertainer based professions. They have no combat ability from their skillpoint investment, and characters who choose one of these professions are therefore limited in their maximum combat capability.


In the long run, they will find that they are shut out of much of the quest, PvP, dungeon content etc., and will be unable to participate constructivelyin many activities that their friends will undertake. While they may be taken along on, their ability to contribute to the group goals will be humiliatingly small.


This affects Entertainers somewhatless, since they can at least offer in-camp mind wound heals. and of course Scout and Medic based professions contribute great value to a group even in the heat of battle. But every skillpoint now put in Artisan or one of its elite professions offers nothing to an adventuring group that it could not have purchased and brought along.


This has been a subject of much discussion recently in the DE board, but applies over all of the Artisan based professions. The obvious solution is placement of the droid control skills into those artisan based professions, though some have suggested that they be concentrated in DE itself.


There are a few, very vocal, opponents to the idea of having any crafting profession gain a combat capability of any kind. They seem to feel that that would diminish their role (with other characters) as combat professionals, that it might require combat of crafters, or that it is somehow unfair that characters be capable of both crafting and combat.


However, moving in the direction of giving serious combat droids to Artisan based elite professions solves a number of outstanding design problems in SWG.


It allows significant combat Droids without creating overpowered combat characters because so many skillpoints are required to master even one elite crafting profession. Usage skill could be spread among high level boxes, so that use of the highest droids would imply very limited direct combat ability.


It offers DE'sa large market. Also successful crafters tend to have good money, so it would be a profitable market. This is certainly not true of the LV10 combat droids which are only of value at very low levels of combat skill, and tend to be bought by newbie characters if at all. Even the Droid Controler profession (which I believe is now defunct) would be a small and poor market by comparison.


It makes droids a very visible part of SWG, as they will commonly be seen following high level crafters on harvester runs etc..


It offers a growth direction for characters with crafting professions that allows continued participation in the higher level content. Now, after a certain point, a character started for crafting must be abandoned if the player wants to engage other content. This means either dropping crafting skills, starting an alt on another server, or another account. In any case the character is at best eventually reduced to a mule if it continues to have those skills. This does not seem an intended result, and in conflict with the one-character-per-server policy.


There are claims by the opponents of the "droids for crafters" concept that the isolation of crafters from the content requiring combat is an intentional and fundamental feature of SWG. I would claim it is a byproduct of the current state of a developing game. Is there an official position?



Mug_wump_bins
Mon Mar 01, 2004 8:05 pm
#50

about this problem about caves with no loot and afk macro looters in other caves: instead of respawning the loot every 30 minutes in the same place randomly spawn loot in another place so guys who go to caves once in a while for real gameplaying will stand a chance to get loot or you could add a function that limit how many times the same player can loot in a recipient in a day.

for vehicles: what about a special move that increases speed but at the cost of the vehicles 's good state ( eats health) I am sure you could take off the vehicle decay feature as all players would use the extra speed

that special maneuveur could be a skill for a future craft piloting skill tree why would we need vehicle handling skills? they could add special options to make piloting more intense: a few example: a special vehicle bash attack: makes vehicle temporarily solid pushes target and has high chance of knocking down makes vehicle solid for a few second and makes it vulnerable to damage if bumping into a wall or something solid tree, rock rancor ... special u turn maneuveur special dodging maneuveur if guys target your vehicle while you are riding vehicle combat: allows to use one handed weapons while driving..
mounted turrets certification for speeder bike..
these ideas could be used for space vehicles and pilot professions in my humble opinion
there could also be a "make target vulnerable" attack that makes you susceptible to bump into an obstacle and take damage from it while you normally can't.. would make a "death star like" or "endor like "pursuit very exciting
vehicles damaged to zero from bumping into an obstacle or from being shot should blow up and kill pilot
transport troops like AT ATs and the troop transport craft in the yavin base should be brought in
the pilot professions could be: fighter pilot starship pilot / speeder pilot / transport driver / technician )
my two cents..

what about making disabled vehicles repairable? I mean unless you make them blow up they could be repaired at the garage?

that vehicle
Atteke
Tue Mar 02, 2004 3:37 am
#51




Could you guys add collision detection? it makes the game look amateurish when i can walk through objects.Final Fantasy XI gave players a huge speed reduction when they walked in to NPC, Creatures and Playersbut made everything else solid it made the game world seem "real" andstoped greifers from standing in door ways.



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

Hyperdiver
Tue Mar 02, 2004 3:50 am
#52

Heres a list of ideas that we've come up with:


1.Better (more varied) aggressive NPC AI: such as they don't always attack you if they're alone; they sometimes run away if you attack them; they give up sooner (especially if you're on a vehicle); they hide behind objects, shout for help or beg for mercy.


2. Vary the areas where "thug" NPC's hang around in cities. Have this change every hour or so. This will limit the effectiveness of all the /AFK killers who stand around in cities all day with macro's shooting NPC's - they should work just as hard as the rest of us!


3. Archaeologist profession or skill (perhaps something like "forage"). This can be an offshoot of Scout or Artisan. Since the Star Wars universe is thousands of years old, the Archaeologist should be able to search for artefacts (such as old weapons, pottery (for decorating homes) and jewellry), in the temple sights we see dotted around the landscape. This ability would tie in with the museums that people are opening. The artefacts should vary greatly in quality, and should ONLY appear in temples and ruins that are randomly generated across the planet each day - this will prevent players camping there and using macro's to loot for days on end. This ability is also an alternative to "treasure maps" (or could be a new way to find maps) ... It's also much less predictable.


4. Ability to modify your own image in simple real-life ways, such as shaving, growing a beard, changing hair style slightly, letting hair grow. Image Designers would be required for anything more than that: Tattoos, body shape changing, etc. and would be more specialised, and therefore a more desirable profession.


5. Daily NPC Imperial raids against Anchorhead, Moenia and other Rebel strongholds. The same with Rebel raids on Imperial strongholds. These raids could be against overt players or rival NPC's. In all cities: More evidence of the battle going on around players, and more reaction from standing NPC's (trainers, etc.) when a battle breaks out near to them (ducking, hiding, etc.).


6. Ability to customise armour in simple ways: Add markings to it (a tally of opposite faction members killed, for example), or change colours. Perhaps add more variation to each type of armour (allow the Armoursmith to do this) - Different visual lumps, bumps and scratches. That way, everybody isn't running around in the same armour but with slightly different colours.


7. When joining the Imperials, make Storm Trooper armour mandatory (but less powerful) for Imperial missions when at lower ranks. Once a player reaches a rank such as Captain, give them better Storm Trooper armour or allow then to wear whatever they like on faction missions. This would make the Imperial Crackdown look more realistic. Of course, the Rebels should also get bonuses for joining: Perhaps Dead-Eye or low-resistance armour to wear on missions.


8. Scout Armour for both factions only wearable by Master Scouts.


9. Being awarded more HAM points for reaching Master ina profession, so that you can distribute them to allow you to wear more encumbering armour suits or perform more Action events. Of course, you lose these extra HAM points when you give up the profession.


10. A "season pass" for the ships between planets. Having to spend up to 4000 credits every time you want to go from planet to planet is a quick way to lose money, especially if you travel from one planet to another on a regular basis. For a one-off price of around 10,000 credits, you could have a pass to travel wherever you want for a week (or a few days). This would only be for planet to planet flights, not shuttles from one city to another on the same planet.


11. Add more travel routes between planets, for example between Naboo and Dantooine, or Tatooine and Yavin 4 ... having to travel via another planet (although realistic) is expensive and time consuming, especially given loading times between planets.


12. Move a couple of the travel terminals in starports closer to the landing bay area. If you are "passing through" a starport, you won't have to run as far to buy another ticket. The season pass would also prevent this irritation, too.



Thats all for now, you'll be happy to know. Thanks for the chance to offer our suggestions!

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