Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-1-04)

FlintAH
Tue Feb 17, 2004 2:22 pm
#40

Will there be a beta period on SE that we can sign up for?
Sir_Voor
Tue Feb 17, 2004 2:31 pm
#41

Jedis get a second name


biwan: Old Ben walking though the desert comes across a camp of PC Imps


biwan: Old Ben backs up and hides near a outcropping and looks around to see if anyone is around.


biwan: Old Ben pull an old robe from his backpack and puts it on


biwan: Old Ben pulls out his lightsaber and becomes Obi-wan


Obi-wan attacks the camp yta yta yta


later ofter the TEF is gone


Obi-wan puts his lightsaber away and become biwan: Old Ben


biwan: Old Ben puts his robe in his backpack and heads to the nearest cantina without fear of anyone knowing he is really a jedi.






So my suggestion is that FS characters should get "permanent" two names, that you can switch back and forth from. With this you can report someone orignor without any problems. one when s/hehas no TEF and one when does have a TEF. you would get /tells and emails from both names, and need to be careful as to what name you use when sending. But if you're careful enough and don't switch to TEF name when others are around, then you would be safe from bounties when you're in non-TEF name.Also I think when using non-tef name you should be able to use a fake title.


Obi-Wan - Master Jedi


Old Ben - Novice Ranger








[`M Sir VOOR N`\

PadreBook
Tue Feb 17, 2004 2:32 pm
#42

The Lost Aqualish Cave on Talus gives the Rori Salt Mine POI Badge if you don't already have that. That is pretty clear that the location should give a POI Badge if it's set to give one there as that functionality is not some trivial connection. The 'trigger' is probably just mislinked to the Rori Salt Mine POI Badge instead of the text/code for the Lost Aqualish Cave POI Badge. Since this is the 45th and the last POI Badge we need to get the Master Explorer Badge (45 POI Badges).

Padre



Thunderheart wrote:


Cafa wrote:

TH,

The recent publish set Droid Storage Compartments experiementation ofquality to OQ/Conductivity 50%/50% vice the previous 100% OQ.



This change was due to a Droid Engineer request.
(Pleaseput posts like thisIn Live)


StarchMonkey wrote:

1) Any sort of formal update on Armorsmith issues? Have we ever had a Top 5 response? Missing stats from segments/layers, GDK scale drops, shifting stats on PSG, Tantel, RIS.

2) Can we expect new mounts or vehicles anytime relatively soon?

3) Will the Aqualish Cave badge be fixed so I (and others) can get out Master Explorer badge?


1. We are diligently working the armorsmith stuff. See the In Live thread response for a breif Top 5 Update

2. We are planning 2 new mounts...No new ground vehicles (probably) until after Space.

3. I'll look into the Aqualish thing - - are you sure it gets a badge? Not all POIs get badges... (Ill try to head out there tonight)

(Pleaseput posts like thisIn Live)


DjHotpocket wrote:
Please fix the locked magseal containers in dungeons. They are always broken and can't be opened, like a failed attempt on a looted locked container. I examine them and it says there's something in there but I cant's get it and I wonder, "God, I wonder if that is a skilltape or something worthwhile?".

Please give us smugglers more of a role. Blast door blocking your way? Security system needs shutdown? Need a passkey from a terminal? Call a smuggler. Would add lots of Star Warsiness. Especially on faction bases. The door is wide open, like a barn. A door there would only make sense, and make it more fun to break in.

The MagSeal thing is tricky because it has to do with container permissions, though the team is addressing it with each Loot pass...

Smugglers Roles will be improved with the revamp - - please see the In Concept Smuggler Thread.



Abraxus666 wrote:
I'd say the ONE thing that would improve the SWG feel would be a brand new mechanic profession.

Well, I've lobbied very hard on the community's stance to not add any new professions for the time being. Most people prefer that the Live team focus on the existing professions before we add new ones. Although you can expect new professions with Space and we'll be adding new stuff after the SE launches, though thats way too far in the future to talk about really...



CyberFett wrote:
Let me (and the Dev's) know what you think.

Nice work CF




RigelAldeberaan
Tue Feb 17, 2004 2:37 pm
#43

Has anyone thought of PA uniforms. Some kind of schematic that allows tailors to craftcustomized outfits for guilds. Even offer an option to include a logo that can be imported or something.


Just a thought.





-----------------------------------------------
Rigel Aldeberaan
Master Droid Engineer / Master Artisan
Droid Vendor in Mos Vegas, Tatooine (-4860,4710) ... Bloodfin Server
CommanderRamius
Tue Feb 17, 2004 2:39 pm
#44


Why does the development team have to be so quiet about what they're doing? It's not like we're in Beta still... or are we?

I mean, why can't we get information on important things? Like what you guys have planned for the SE? I'd like to be able to play SE before I ship off (end of summer) and before SE gets released, I'd hope that the community gets a chance to tell you, the developers, what they want the SE to be before it's released. Otherwise if you release it without telling the community what your doing or planning or what they want, it's released and doesnt live up to the minimum expectations. Then everyone gets upset and you have to spend alot more time fixing it and getting it right and trying to add things, meanwhile people are canceling their accounts. Thats just my take. Tell us what you're doing and what you have planned. Don't make it some big secret that you unvail all at once. Let us give you some feedback and imput on what kinds of things we'd like to see and do, so those ideas and things can be incorporated into the expansion before it's released.


My fear is, it's going to be one person per ship, just like the vehicles, there is only going to be 6 types of space craft you can buy: 2 fighters, 2 cargo ships and 2 traveling ships. The thing is, the SE has SO much potential and oppotunity yet is has a high probability of turning out REAL shady. We all have high expectations and I know you dont want disappoint. But make sure you know what all of our expectations are before hand. I think it's important for the Devs to voice their ideas aswell and explain to the community what they have planned and why they're doing the things they are doing.


I have alot of great ideas for the SE as I'm sure alot of other people do to, but ever since Beta, we've been wanting to talk about our ideas for the SE but the Dev's keep sayin, "Hold on, we'll talk about that when we get there." Well... are we there yet? How long have you been working on the SE? 4, 5, 6 years? I fear it's already way too late to implement any good ideas that might arise. And thats why we were yelling way back when to start talking about it now, because NOW, it might be too late. So I can only hope that it meets expectations.


Ona side note:

Is the Gorax back?

-In the first few days after launch, my friend and I were real pumped to see the Gorax. We went to Endor and did a full expedition. We travelled all over the entire planet BY FOOT in search of the Gorax. And we'd get real excited whenever we heard what we thought might be the Gorax. Most of the time it turned out to be just Bordoks. That was the most fun I had exploring. Now I know the gorax was taken out, but I've only heard rumors of it being back. Whats the deal? The Gorax should only come out at night. No one person (with or withoutets, buffs, armor) should be able to solo the Gorax. I liked how it was when I first saw it; extremely fast (outruns your burstrun) extremely powerful (kills you in one stomp of his foot) and very tough (heavy armor and HAMs equal or greater than the toughest npc's). If that stays consistant, the only thing I'd add is small tremor and tree crushing sounds when it gets within 300m of you, so you hear it before you see it. The Gorax should be the ultimate group hunting target.





Ramius Cipher
MBH

EchoLeader
Tue Feb 17, 2004 2:41 pm
#45

One of the major things i would liek to see implemented would be some special featured for guilds. After you place your hall and found your PA, there really isn't much you can do with it, and even less to organize. My guild needs to use external forums and websites that, while good, do not reach all members. Heck, half my guildmates never read them anyway. I believe it would be a good idea to implement a bulletin board system that can be accessed by all guild members. Sort of like a separate mail box that members can read, post, and delete messages (with proper permissions of course). The board could be accessed through a special terminal in a guild hall, or some other way. This will help keep all members up to date without having to send endless reminder emails for people to check the forums or the guild site.


In addition to the bulletin board, the guild leader needs some more options on the guild terminal. Perhaps a way to organize members into groups for easier management and to denote ranks and divisions. Above all, I think the guild leader should have a command to grant leadership to another member. I realize that the set allegience feature is already in place, but honestly, how many people have actually used it? Keeping in mind that many guild members never come back to the main hall after being recruited. Therefore, an "abdicate" feature would be a good idea, especially when leaders quit the game or wish to step down. Otherwise, you need to disband the guild completely and hope the members are dedicated enough to reform it.


Third, and this is mostly for eye-candy, some more environment interaction would be a nice touch. Perhaps having small ships landing and taking off from the wilderness or areas around cities will make it seem like there is life beyond the surface. This can be especially true for the Crackdown. Having imperial dropships landing and deploying troops and equipment will make a good addition. Having NPC speeders or NPCs on mounts roaming around will help populate some of the cities with activity.


Finally, some new missions would really help break the monotony of endless cash runs that we have now. I posted some of these ideas on another thread:


http://forums.station.sony.com/swg/board/message?board.id=Flurry&message.id=31301#M31301


That's about all I can think of this week. Hope it helps.


-Diego An-gelus, Galactic Network, Flurry



Diego An-gelus, Mistryl Collective, Flurry

Squadron commander and Senior Flight Instructor
Callsign: "Vertigo"

Diego's Laws of Space Combat #24: "If at first you don't succeed, buy a bigger gun."
Ebb
Tue Feb 17, 2004 2:43 pm
#46

I would like to add a couple of suggestions that I think would make the game overall alot more fun and versatile.


More Casino Stuff - Gambling was a fairly common topic of conversation in the Star Wars universe. I would love to see a couple things happen with this form of in-game entertainment.

a. I would like to see the gaming tables be craftable by artisans. I am really hating the fact that I cant put gaming tables in my personal cantina.

b. The games you have now are cool, but where is Sabacc!?! The game that Lando lost the Falcon to Han at. I'd love to see Sabacc come into the game with a visual system. You know how you can see the cards and the table in front of ya in like yahoo games? well it would be cool if you had to sit down at a table with the rest of whoever wanted to play and from that point you get a FP view only and you played like that. Betting would be important as well as a alternate betting area where you could put an item as a bet and as long as all people agreed on its value then it could be entered as part of the bet to go to the winner. Over all I dont think this would be that hard to do.


City Works - I would like to see some of the fee's paid by characters go to the City. For instance I think the city should get to tax their cloning facility as well as gambling (once we can gamble in our player cities).


Dancer/Swordsman or Fencer combos - Maybe a Novice dancer that is also a novice swordsman or fencer a new dance that incopreates the use of a sword. Granted you can allready weild a sword while dancing but this would be a brand new dance that worked perfectly without the sword going through you ever few moves.


Kata's for TKA - I'd love to see Kata's that work just like a /command like /dance. Take them from traditional kata's for Judo or Karata. Maybe it can give the TKA the effect of giving them a personal mind buff that lasts for say 5-10 mins. Then again maybe if would jsut be cool to be able to do it, screw the bonuses.


-Tricky / Tricka
IgescaStorm
Tue Feb 17, 2004 2:49 pm
#47

From the "Core System" forum with copy+paste.


Theme "Travelling":



I was on Dantooine for hunting.


I finished a new box and because no Master in my area, wanted to travel to Coronet.


So i bought a ticket


.....and waited 10 minutes!


I came to Coronet, learned my skill and thought, Hey, I look to Bestine-Museum, because the last time it was empty and could not talk to anybody for "announced event". Bought a ticket


....and waited 10 minutes!


In Bestine I went to the Museum and could not find anybody, who wants to talk to me and give a quest, so i went to the Cantina, wanted to experience the crackdown (somebody said The troopers come every 4-7 minutes). After I waited 15 minutes and nobody came, I thought, hey, I go to Jabba and reset the Theme Park for new rewards. Bought the ticket to Sunfall


....and waited 10 minutes!


After I came to Jabba and reseted the Theme Park, I could not talk to anybody in the entrance area, so I submitted a /bug and a Ticket and went back to Sunfall.

A friend of my said, I should go to Coronet, becausehe saw there some cheap wood in the Bazaar. He asked, if I would be so nice and bring them to him to Naboo/Metropolis?So i bought a Ticket to Bestine


....and waited 10 minutes!


In Bestine bought a ticket to Coronet


....and waited 10 minutes!


In Coronet i bought a ticket to Theed


.....and waited 10 minutes!


In Theed bought a ticket to Metropolis


...and did not wait 10 minutes (prise the lord!)


After waitingover an hour(!) to come to Metropolis, i am so angry, i could cry!!!


So here is my solution:


Make a dropmenu to the starmap (like the windows-startmenu) where we can choose a route to the final destination!


For example i am inTheed and want to travel to Sunfall/Tatooine:


1, ChooseCorellia from ticketmenu

2, menu drops down, choose Coronet

3, left clickon "coronet" buys a ticket, right click on "Coronet" brings up a dropmenu (next to the other)with the planets, choosable from Coronet.

4, Right click on Planet brings up a new dropmenu with the cities on this planet.

5, Left click buys a ticket to this city, right click brings up a new menu with the cities choosable from this City.



Choosed Corellia:


Coronet ---

Thyrena I

Kor Vella V

etc.Naboo

Tatooine ---

Endor I

etc.V

Bestine

Mos Espa ---

Mos Eyslie I

etc.V

Sunfall

etc.


Left Click on Sunfall buys a ticket and adds all ticketpricestogether, you have to buy on your trip.

With this system we could travel to the destination, we want and had not to wait in worst case 30-60 minutes for traveling!





Account canceled
due to NGE.
EchoLeader
Tue Feb 17, 2004 2:57 pm
#48


THat is something that people have been wanting for a while. As an alternative, why not simply place a timer on all shuttle and starports? Each will show how long it will be before the shuttle lands. For example:


Bestine: (arriving) 0:30

Coronet: (arriving) 6:22

Theed: (departing) 1:45


Arriving would show how long the wait for the shuttle will be, departing will show how long you have until the shuttle takes off.


Diego An-gelus, Galactic Network, Flurry



Diego An-gelus, Mistryl Collective, Flurry

Squadron commander and Senior Flight Instructor
Callsign: "Vertigo"

Diego's Laws of Space Combat #24: "If at first you don't succeed, buy a bigger gun."
Intrepid1888
Tue Feb 17, 2004 3:02 pm
#49

I think it would be amazing if we could refine any given harvestable resource, increasing all stats by 300 at a cost of 90% of the input quantity.

For example,

Input:
Unknown mineral, 1000 units
ER=700 CR=400 DR=400 HR=800 MA=100 OQ=40 SR=500 UT=500

Output:
Refined unknown mineral, 100 units
ER=1000 CR=700 DR=700 HR=1000 MA=400 OQ=340 SR=800 UT=800

The system might be workable through an interface similar to slicing.

Any given resource could only be refined once.

Given any raw input resource, the resulting refined resource would be stackable. For example, if you have 300k units of "Kobe", a Nabooian Fiberplast, then you would have to refine each 100k stack individually. The three resulting 10k stacks would be stackable into a single 30k stack of "Refined Kobe", usable as such to craft a prototype or a manufacturing schematic.

The certification would be awarded to master artisans.

As much as smugglers require molecular clamps, AUKs, WUKs, etc, perhaps single-use tools craftable by droid engineers (energy resources), bio engineers (organic resources), and architects (inorganics, excluding energy resources) could be required to facilitate the refining process. The quality of the tool would not matter, nor would the quality of the resources used to craft it.

This would add another interesting dynamic to the player-driven economy. It would not increase the number of resources in the economy, because the refining process would be very expensive in terms of the 9:1 inpututput ratio. It would lead to smaller batches of very high quality crafted goods, but that has to be a good thing.

EchoLeader
Tue Feb 17, 2004 3:14 pm
#50

Intrepid1888, that would make it more interesting for guilds and groups who are resource sellers to increase profits. I bet any crafter would be in favor of this as it helps turn inferior resources into viable parts of the economy. I would surmise that almost half of the resources available are never mined, either because they do not have a high enough stat, or they are not the right type for the moment. It would definetly lead to an increase in the quality of goods but it would also lead to a large spike in resource prices. The trade-offs would need to be managed properly for balancing but I think it would be fun.


Diego An-gelus, Galactic Network, Flurry



Diego An-gelus, Mistryl Collective, Flurry

Squadron commander and Senior Flight Instructor
Callsign: "Vertigo"

Diego's Laws of Space Combat #24: "If at first you don't succeed, buy a bigger gun."
RoedawgX
Tue Feb 17, 2004 3:20 pm
#51

Im just curious when and if there is a fix for group loot comming around? I thought it was goin to be adressed wiht publish 6, but the team loot commands still dont work. I would realy love to go huntin nightsister, krayts, etc. and not worry about ninja looters (in fact I barely ever do hunt these things because of this) There realy is no point in fightin stuff like krayts , elder, djms.. because they give.. lol like a WHOPPIN 3k xp which is rather rediculous, unless the loot is worth it. It seems though you guys are startin to do well on the whole loot issue, but id reallly love to be able to set loot rights in groups.


For example, let only the leader loot.. or set up some kind of "round robbin" loot. Every other game like this i have played all had some sort of loot commands that worked, and it makes a huge difference!


All id realy like to know is whether you guys see this as somethin that can be fixed in near future and if its planned on being fixed. I know in the first few weeks, the /group commands actually worked... but not ever since..
Tauntaun99
Tue Feb 17, 2004 3:40 pm
#52

I like many of the things that are going on, like the Imperial crackdown was a great deal, but I have a few concepts to consider for the future in relations to the GCW, combat,and however long the crackdown lasts...


1. The crackdown has seen a lot of stormtroopers in cities in mass numbers. This doesn't make any sense. Stormtroopers are the elite trooper corp of the Empire... heavy training, heavy armor, heavy weapons... however, SWG is portraying them as the base soldier for the Empire. I would doubt Stormtroopers represent more then 1% of the Empire's armed forces. Occupying forces can include stormtroopers, but it would be nice to see spawns in the future include more army and navy forces.


2. Right now, PvP and Imp Crackdown faction grinding is commonplace in major cities. Not only does this lag the cities, it also makes no sense to see fighting in the mainstreets of some of the most glorious cities. You should really work on fixing the gains/losses for combat inside cities. It would be nice to see that PvP killing in a city involve a deduction of the local malitia, as well as townsperson faction. Also, it would be nice to see Rebels get faction deductions for attacking Imperial troops in cities (It compromises the Rebel's secrecy and survival, as well as it isn't a tactic Rebels use).


3. It would be nice to see the overt/covert system be fixed. Overt Rebels taking shuttles between planets makes no sense at all... it is like having a fully dressed Rebel with rank sash, ID, and logos galore... go right through Imperial customs and searches by the Imperial Navy. It also makes no sense for an Overt Imperial to be able to travel to the Rebel Outpost on Rori. There should be an option to go covert no matter where you are, that has a five minute delay to take effect (Like TEFs).

4. As a doc/architect, I would like to see a revamp of the non-combat system. Currently, someone who doesn't fight finds it hard to survive because all the money is in combat missions. Furthermore, harvesting isn't much of an option with all the nasty creatures that can easily pick off someone who doesn't have combat abilities. In other words, currently it is impossible to do the simplest thing in the game... be an average citizen. The only profession that seems to be able to avoid this are the Entertainers. One of the key advertising points of SWG was the non-combat professions, yet being non-combat isn't an option. I don't know if there is a way to fix this, as the obvious thing to do would be to eliminate hostile creatures on civilized worlds (Speaking of, why are they there in the first place?).


-Dolan Ledgar, Chilastra

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