Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)

electricnomad
Mon Feb 02, 2004 12:27 pm
#40



The GCW Forum has been buzzing with people pressing for Imperials to automatically bypass contraband scans, or in the alternative, have little or no penalty if they get caught. It appears that the Devs may be caving in to their pressure.


Here is the latest news from JEST3R, the GCW Correspondent:




JEST3R wrote:


3) Currently on Test, Imperials are 500 FP or lose a rank if they do not have that much FP saved up when caught with contraband. THIS IS BEING CHANGED AND NOT GOING LIVE, I am told the Imperial penalty will be small if anything at all.


http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=103332&page=1





Nobody I know expected the 500 FP penalty for Imperials to stand. But all indications are that the Devs areleaning towardseliminating ALL penalties for Imperials.


This puts the Smuggler profession in serious jeopardy before we can even begin to smuggle. If all Imperials are able to hold and avoid contraband with impunity, they will be the de facto Smugglers, and we will not have a unique role in SWG.


Here are my concerns, cut and pasted from JEST3R's thread:







There need to be penalties in place for Imperials, even if they have high rank.


I askedthese questions in theirown thread, but I'll askthem again for this audience:


  1. If allImperials become immune to contraband rules, what's the value of Smuggler skills?
  2. Why should all Imperials get better smuggling skills that a Master Smuggler?

The vast majority of Smugglers on the Smuggler forum are saying that not even a Master should be guaranteed success at sneaking contraband past autorities. The game needs risk in order for it to be exciting, and contraband is supposed to be risky. It's what makes criminal activity - risk versus reward.



But what I've been reading for days on the GCW forum is that many people want Imperials to get all reward when it comes to criminal activity -many Imperials wantto automatically avoid all contraband scans, effectively getting free skills that exceed what even Master Smugglers are asking for.


Smugglers are the exclusive law-evading professionals of SWG. They are contraband specialists. They dedicate 63 skillpoints towards being the best at this type of activity.


So why should Imperials- even those with high rank or who are Overt -get a skillpoint-free way to steal away the heart of a Smuggler's profession? I can understand why the penalty for an Imperial (especially Overts or high-ranking officers) would be MUCH less than for a Neutralor a Rebel, but outright automatic contraband bypasses? I'm feeling increasingly hostile to that idea. How can that be justified in a game with a distinct Smuggler profession? You don't get any other profession's skills just because you're a part of a Faction; why should this be any different?


Think of it like this:


Nobody has seriously proposed that, say, allImperials should be able to hunt marks and run Bounty Hunter missions just because the Imperials are supposed to promote law and order in the galaxy.People don't proposethat because it's understood that Bounty Hunters hunt bounties, not anyone else. Do you think Bounty Hunters would be a very happy crew if members of a Faction demanded the right to hunt Jedi and run any bounty missions they wanted to?Can youimagine the hellstorm that would whip up?


Now consider what would happen if all Imperials were given the fundamental ability of a Smuggler - the ability to hide and transport contraband moer effectively than regular people. There needs to be a firm line between Smugglers and everyone elese when it comes to contraband. Smugglers devote skillpoints to an ability. Nobody else does. That should mean a lot.


The way I am starting to see this, everybody except Smugglers should have an equal chance of getting busted for contraband. The penalties for Overt and Covert Imperials would be reduced in a big way, but there would still be a penalty, and a stiff one. But laws are laws, and only Smugglers actually have skill at avoiding the law.


I'd really like to see more Overt Imperials and a big crackdown that essentially forces Rebels to stay Covert. But stealing the central skill of a Smuggler - to hide contraband - is not the way to do it.


Contraband evasion skills should be for Smugglers only.







Now here is a response from another player, showing the counterarguments that are being made (other than the "Imperials are the law, so we can do whatever we want" argument that is all-too-frequent). My comments are in yellow:











TonPhannan wrote:


1- If you are referring to the concept of Smuggling than you are correct, but only insofar as if the Imperials started to take these items and transport them... you see that is what the act of smuggling is all about.


2- The core value of the Smuggling profession? No, I think not. The core value of the Smuggling profession is the ability to Slice and to create Spice and to convert faction points and such. No one is getting these abilities, so your profession is largely in tact. As for the concept of Smuggling, all rebels who have these items will want to have a Smuggler grouped with them whenever they can... but lets look at this concept.


There are a lot of Smugglers who would give away all those skills if they could actually smuggle something. I personally see them as all interwoven, improving the way that you can move contraband and prepare for situations in which you fail to move undetected. Smugglers have a lot of tricks up their sleeves for when things go wrong, and I think that's fairly well represented in the skilltree.


But if you give ANYONE else the chance to bypass customs and be able to avoid contraband scans, then you can guarantee that those people will start smuggling and essentially steal the core of the profession - which should be centered around moving illegal items. If Imperials can move illegal items, they'll take over the role of Smugglers. In "real life", that would be mitigated by the fact that people would be busted if they dealt as full-time Smugglers. But in gameplay, there's no penalty for associating with the other side. Imperials will serve as conduits for not onlythemselves and fellow Imperials, but for Neutrals and Rebels. Once the door is open for Imperials to move contraband with impunity, the door is closed on giving Smugglers the role they should occupy in terms of the illegal contraband trade.



3- The 'Value' of the Smuggling profession, as you put it, in the terms of this circumstance is only in your ability to assist others avoiding scans while you are grouped with them. It makes you a more viable party member, that is all. Unless you are planning on selling your services to simply accompany people around in their group, this really doesn't do much forthe profession of Smuggling on the whole at all. What it does is help Smugglers who used to primarily use their other skills in a group, no be able to use their Smuggler professin to assist the group as well, instead of it being extraneous to the group experience. You now have something to offer the group as a Smuggler. But most Smugglers already have something to offer groups in their other skills. The only way this hurts smugglers is if they are Imperial smugglers that have trouble grouping with others.


If Imperials can hold contraband for people and transport it past Faction police, they will be Smugglers without having invested a single skillpoint in the profession. The ability to move contraband safely makes you a de facto Smuggler. Just because Smugglers have other talents doesn't mean that it's acceptable in any way to cut outthe actual smuggling part of the profession and give it to all Imperials. There are dozens of other ways to make Imperials strong and give them some advantages. Giving them free access to what is supposed to be a dark and dirty underworld is NOT the means by which Imperials should seek to empower themselves. Why not just give Imperials a 10% defense bonus inside all starting cities, or certain attack bonuses as they increase in rank? Those are much better, organicalternatives than making all Imperials de facto Smugglers. The underworld belongs to Smugglers, not to soldiers charged with upholding the law and enforcing the will of the Emperor.



The abilities of the Smuggling profession (which are moreso the Essence and intrinsic Value of the profession) are still completely intact. This does nothing to deter those abilities. This does not give anyone else the ability to slice, to create spice, or to convert faction to credits and vice versa, not to mention the Feign Death and Low Blow abilities.


Those are all extra abilities that point towards the central goal of a Smuggler - smuggling. The abilities you listed above are arms and legs of the profession, but the heart and body have always been actual smuggling, which has never existed in SWG. Until now. This is a shallower version of smuggling than what is eventually hoped for, but it's all cut from the same cloth - it all deals with moving items which have been declared illegal and then distributing them to other people.


I can guarantee that if the Devs cave into the Imperial whiners and power-grabbers and give Imperials a free pass to contraband checks, there will be a lot of outraged Smugglers. That's just about the most patient forum you can find in SWG, but if the Devs institute some actual smuggling in the game and then DON'T give Smugglers the unique role we've been waiting for since Beta, there will be more genuinely angry posts than the Devs want to see.



Please explain to me how it is that the Value of the Smuggling profession is lessened by this? What Value is it that you are referring to? Please place a name or a number to the concept of Value to which you are referring. What Value is it delineating? What is it you see Smugglers doing that this will allow Imps to do too?


See above.


If you want facts and figures, sorry, the Devs haven't given Smugglers ANY public info since launch. Nobody knows what affects slicing. Nobody knows why there's no experimentation for spice or tools.Nobody knew (untilour correspondent was told on the Correspondent Forum) that Masters got a 5% bonus to slicing, and if you read the Master box, you still don't know, because it's not written down, even though it exists. Nobody knows why you needPistol XP to get the Underworld line.


So basically, I can't answer any questions about facts and figures because the Devs have treated this info with more secrecy than even the Jedi profession. We don't even really know what the new crackdown means.But if a lot of posters in the GCW forum had their way, the new crackdown would mean that Imperials would have free access to illegal spice and weapons and thateverybody else would be penalized and killed for owning it. Well that sounds like a great feature if you only want to earn some short-term advantages in combat, but that's a terrible plan for the long-term development of contraband, theSmuggler profession, and PVP itself.


If the idea behind this greedy power grabis to make Imperials about 1/4 to 1/3 stronger than Rebels in terms of weapons and armor, and to give them unique buffs, why not ask fornew ways to get those advantages? Why plunder what's supposed to be the province of underworld Smugglers?








Basically, my fellow Smugglers, we need to draw a line in the sand. NOBODY but Smugglers should be able to avoid contraband scans, and no one should be able to avoid a substantial penalty. If the penalties are no more than a slap on the wrist, or if anyone other than Smugglers are allowed to carry contraband with a large chance of avoiding detection, then we willnever be thereal Smugglers of SWG.


We need to make our opinions and arguments known in the GCW forum. I'm willing to bet that many people have not considered the consequences of giving Imperials free passes at contraband consequences. This is time to educate the public.


Please help get the word out and keep the pressure on the Devs to leave contraband evasion to Smugglers and keep serious penalties in place for those who break the law. If we don't make sure that Smugglers occupy a unique role in this patch, it will be nearly impossible to ever control the contraband markets and define ourselves as contraband specialists. If I'm making this sound very serious, it's because it is. We are about to be givena chance to smuggle, and the Devs are hinting at making changes that would marginalize us before it even happens.


Please spread the word. Send PMs to Thunderheart and the Devs. Chime in on Focus Threads and Roundtable discussions like this. We need to make it clear to everyone how important this is for us.


Thanks in advance for helping keep smuggling for Smugglers only. Good luck!





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

kayxfour
Mon Feb 02, 2004 12:30 pm
#41

Will the horridly LOW limit on items you can put in a house ever be fixed/changed? And when will PA halls and other structures allow more than one admin to place items in them? As far as I know this feature still isn't implemented/doesn't work.



=============================================
*Please deliver auction winnings to my vendor unless specified
*In-game name kayxfour
*Kay's Place and Sales, hundreds of loot items available! -4850, 3000 just outside of Theed
*Currently in persuing RIS and all its wonders... 7 peices to go!
*Currently 4/1/1/1 jedi initate, sick of the grind already

Laeren
Mon Feb 02, 2004 12:38 pm
#42




kayxfour wrote:
And when will PA halls and other structures allow more than one admin to place items in them? As far as I know this feature still isn't implemented/doesn't work.




Not sure what you're asking for here. I've got several houses (and a couple PAs) where multiple admins are doing stuff to the objects inside).




Aes Sedai Industries
::::
Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
Laeren
Mon Feb 02, 2004 12:42 pm
#43

Chat Window Spam
We have the ability to separate out our windows for ease of viewing, and setting them to only display data of certain types. I have one window dedicted to tells, one dedicated to guild/group chat, the combat spam window by itself and the spatial window by itself. When I tell them which data to display they do well at separating stuff out so I can see each kind of data clearly.


However, if I /tell someone, my /tell to themappears in all windows. Can this be fixed so that when I /tell someone something it only tags to any windows listening to /tells? rather than, say, my Combat window?


Thanks




Aes Sedai Industries
::::
Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
mmaughme
Mon Feb 02, 2004 12:44 pm
#44

Cities needs a means of condemning an installation. Or, building administrators need a means of claiming ownership of a building should the owner's account be inactive for a certain period of time.


Here's the issue...


Before zoning rights were established in our city, some jackass came in and plopped harvesters down. They've been there three weeks now, they've never been removed, nobody knows who owns them, although somebody is popping in every now and then to add maintenance and power.


We want them removed, but can't do anything about it. Control of buildings in our own city doesn't actually seem to be part of city administration.


Further, we're trying to set up business and city services districts. Unfortunately, a number of houses have been placed by players who haven't been active in several weeks. Other players have administrative access to these houses, and could certainly let the maintenance expire, but that could take weeks. I'd like to see a means of allowing an administrator to claim the deed of a house if the owner hasn't been on in an extended period of time. Or, allow anybody on the administrator's list to reclaim a deed. These orphan houses are causing problems, taking up space we need. Again, I fail to understand why a city can control placement, but can't do anything regarding demolition.




Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Crystalis_Jedi
Mon Feb 02, 2004 12:47 pm
#45






Laeren wrote:

Chat Window Spam
We have the ability to separate out our windows for ease of viewing, and setting them to only display data of certain types. I have one window dedicted to tells, one dedicated to guild/group chat, the combat spam window by itself and the spatial window by itself. When I tell them which data to display they do well at separating stuff out so I can see each kind of data clearly.


However, if I /tell someone, my /tell to themappears in all windows. Can this be fixed so that when I /tell someone something it only tags to any windows listening to /tells? rather than, say, my Combat window?


Thanks






I believe if you right-click the tab for the window, you can set different channel, including "instant messages" (tells) for each tab. Simply remove instant messages from the tabs you don't want tells to appear in.



Veritanil Ovack - Master Shipwright
boceifus2000
Mon Feb 02, 2004 12:59 pm
#46

Skill points. The bane of many of us. I for one am happy with the current skill points but there are problems. As long as it stays at the current system of advanement there will never be a happy medium between professions. People are not mastering combat professions because there is no need too. They are "template" chasers, looking for that perfect combo from each combat profession therefore makein the game impossible to balance. I think a monster has been created with balance issues that there are no easy solutions for.


There are other problems but I wan't to leave it open for others to voice their opinions.


Do we need more points or points that can only be used for specific things?



Everybody should be able to use a combat droid, not have to spend skill points on a whole other profession. A cert system should be used with these combat droids instead of limiting them to lvl 10. A lvl 10 droid would(is) about as worthless as my lvl 10 pet. There has to be some incentive for people to buy the more expensive droids, limiting some people to lvl 10 droids wipes out any incentive.


I do not want to see commandos reaping all the combat rewards for combat droids. There are many that are effective in combat, commanding and planning that are not commandos.


Is the January publish ever going to go live or are the Dev's planning on haveing one big publish this month? Some communication would be nice on this. If ya'll are ironing out bugs tell us. Many of us would understand delays if you tell us why instead of not posting anything on it.


Is their plans in the future to allow more than one charactor per server without haveing to open a Jedi slot?


Can SOE consider letting a second account be opened without haveing to buy 2 or more sets of disks?

The Space Expansion is supposed to be comeing out sometime soon.


I have been in heated discussions about whether to have a pioleting profession or not. I am against it for a couple reasons. Dev's have stated that flying and combat in the space expansion are going to be twitched base. There will be no need for any pioleting profession since the system is player skill based and not charactor skill based. All claculations for hyperspace are computed on ship systems, it takes no skill to input where you want to go. In my opinion it would be just as dumb if we would have had to havea "Driver" profession for vehicles. Just about everybody in the Starwars Universe has their on ship or knows how to fly one. It should be assumed that we do too considering the charactors are based off grown adults and we don't have to start from birth and get trained in everything.


Just my random thoughts today




Colonel Boceifus Gadian (BotD)
Retired
Quote: I have seen too much death in my lifetime...

Balanor Gadian
Retired
Quote: I have made so many credits I can buy my own galaxy...
RageGods
Mon Feb 02, 2004 2:04 pm
#47

Finally, A use for BOOKSHELFS!

Let players write in books


Imagine the library (or where ever that was) in The Clone Wars where the Jedi went to find info about the missing planet.


You could make a bookshelf like that (I see them in Town Halls and in the Emporers Retreat), that players could craft and those blue books or what ever they were that could go into those bookshelfs. You could allow players to drop these bookshelfs in their houses and have NPC bookshelfs of the same type in an NPC Starwars Library (or what ever you want to call it). Crafters would make the books and players would buy them. They would be blank. Players could write anything they like in them. They could also drop them on the floor instead of in the bookshelf if they want.


Some examples would be: Storys of their adventures (for the roleplayers), A guild to help newbie players (put in a NPC bookshelf maybe by the starports or a Library Building), A Guild to Hunting in Groups, A list of Current Resources of a Planet and Waypoints, Usefull Game Tips, A Guilds Hunting or Raiding Adventures, A Guest List for a House, etc...


The owner of the book would have full control on who could write in the book. They can allow anyone to write in it or just who they wish. The book owner could also erase other players words if they want and the player could also erase only his own words. Unless sold or given to another. The owner can also choose to lock the book or let anyone be able to read it or just who they want to read it. Books that can be read and written by everyone would be a different color then books who couldnt to help players out. The owner could also give the book a title.


Something like this would add even more great content to the game and something else for players to do. Reading other players storys and adventures would be great. Im not the only one that has thought of something like this. Many people on my server and other people ive talked to think this is a good idea.


My server already has a library. Its a vender with chance cubes for 9999999999 credits so no one will buy them. They write the storys in the item description and others can read them. Thats all good, but its not that easy to do, its just a chance cube or item with its description changed. Its not a book and you cant put it in your inventory and read it later or add to it, etc...


Let me know what you think. Thanks for reading.

You could also add NPC books to loot with some short storys attached or secret imperialdeathstar blueprint photos or something.




ARC - All Accounts Canceled - 04/20/05
This game has no longer became fun for me. I do not see it ever getting better. Goodbye Tempest and Eclipse. Salute SiN Guild.
RageGods
Mon Feb 02, 2004 2:08 pm
#48

When the CANTINA's become Empty and your all alone with mind wounds.


What would be nice is an addition of about 3 or so NPC Entertainers to all places where you can heal mind. Maybe 1 of each Entertainer profession, Master Entertainer, Dancer and Musician. Have them allways playing music. Maybe they would all take a break for 5-10 minutes and then get back to work. They could walk to the back of the cantina in that back room and sit down and chat with each other or something, then come back out and beging playing again. If you want to listen to them you can. Its free. Your mind does not heal from that though. If you want healed, you can converse with them and choose to give them a payment for healing your mind. The money could go to the Empire or get split up and divided to all the player entertainers Entertaining in the building. You could make their healing abilitys slower then the player Entertainers so if there are player Entertainers in the building, players would want to watch them instead. The NPC Entertainers would only be for when there are no player Entertainers around. Or if there are active players Entertaining, the NPCs would not entertain until they left or stoped Entertaining. Or the NPCs could charge more when there are players Entertaining in the area.


I would suggest doing something similar to this to Medcenters, but I guess when you walk in the building you already get auto healed very slowly everything but mind wounds, so its not needed. An easyer thing for the NPC Entertainers might be just something like the Medcenters where you get healed slowly over time just by walking in the front door. It would probably be more realistic to watch or listen to a NPC though and maybe even get wounds healed by a NPC medical droid for a certin amount of credits or whatever you would give a droid as payment.




ARC - All Accounts Canceled - 04/20/05
This game has no longer became fun for me. I do not see it ever getting better. Goodbye Tempest and Eclipse. Salute SiN Guild.
Matadore
Mon Feb 02, 2004 2:10 pm
#49

You (SOE/Devs) are obviously stuck between a rock and a hard place when it comes to Jedi in this game. We could argue about how poorly the holocron/force sensitive thing went but that would get us no where. The fact remains that Jedi are listed as a selling point in the game and thus beloved by SOE, yet they really don't fit in the world that was created. Here is a potential solution:


Let everyone get a force sensitive character. Make it an option to take when creating a character in the beginning. BUT make itvery hard to play that character. Give BHs the tools to hunt the Jedi. Let them Permadeath the character. Put a flag on play time for a jedi character. Make it so that if he/she is hanging out in a major city or putting so many consecutive hours into the play time, Darth Vadar and some kind of Imp Special Forces team, shows up and takes that player out.


You will never satisfy everyone. Surely you are aware of this. But this gives Jedi to those who want Jedi, but also can help limit the numbers or appearances of those Jedi by making it hard to consistently play. This could bring things back into balance. There must be consequences to playing such an "all powerful" character. Otherwise where is the challenge of play? I've seen posts of people complaining about losing hard earned play time and what not, but even the game Candy Land has consequences. "Wah, I got the peppermint, I've got to go back to the beginning! Nerf the candy!" I'm not trying to say SWG is candy land but make the arguement that there has to be a challenge to playing a Jedi. So making it hard to survive and complete loss when you fail adds that challenge. There will bea sharp rise in population intially, but after losing their characters a few times, only the die-hards will continue to play. Thus the population will go back down.


Just my opinion.





Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
RageGods
Mon Feb 02, 2004 2:16 pm
#50

BLANK ATTACHMENTS and NEGITIVE NUMBERS?


Thereare attachment loots and similer things with skill modsdropping with no skill mods at all.

They areblank.

Also, some skill mods are negitive numbers like (-6) pistol accuracy for example.

I doubt this is right. shouldnt this stuff only have possitive numbers like (+8) Rifle crawl speed for another example?


PLAYER CORPSE LOOTING OPTIONS ARE STILL HERE


While I was in a group the other day, I was clicking on a players name in the list of names to the left. A list came down and one of the words on the list was something like LOOT CORPSE. I think the player was either incapt or dead, I forget now but I just remember the loot all option I had. I dont think this command should be in the game anymore because corpse runs were taken out of the game and you cant loot your corpse anymore. This should probably be taken out of the drop down menu.




ARC - All Accounts Canceled - 04/20/05
This game has no longer became fun for me. I do not see it ever getting better. Goodbye Tempest and Eclipse. Salute SiN Guild.
nvoigt
Mon Feb 02, 2004 2:26 pm
#51

Repost from the countless times I already posted this and got no reaction in these "communication" threads:



Thunderheart, I have asked a very simple question on all [insert appropriate number here] of your communication threads now. Known Issues page yes or no. And you have not even acknowledged it. How many times am I supposed to ask ? Should I sent you money ? Shall I beg ? Shall I bow to your might and kiss your feet ? I will not. I'm a paying customer and if you pretend to communicate, do so or cancel it.



YES or NO ?

mmaughme
Mon Feb 02, 2004 2:35 pm
#52




nvoigt wrote:

"Devs, are you actually at the keyboard, or are you macroing Dev XP?"
-Faellyn




Ha!




Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Page 4 of 18