Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)
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.
- If allImperials become immune to contraband rules, what's the value of Smuggler skills?
- Why should all Imperials get better smuggling skills that a Master Smuggler?
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!
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.
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.
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
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 ![]()
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.
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.
nvoigt wrote:
"Devs, are you actually at the keyboard, or are you macroing Dev XP?"
-Faellyn