Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-12-04)

SunCrusherTx
Mon Apr 05, 2004 3:43 pm
#40






Starphire wrote:

I have a concept. I have played the game sence week two and I still love it.



After the SE, spend 6 months doing nothing but fixing bugs. We still have many. The game is playable yes, but some of these have been around so long its just sad.






By SE, I'm assumming you're referring to the Space Expansion...I think the Dev's will be fixing bugs for 6 months to a year ironing out issues with the SE...much less the existing game. Our best hope is for them to fix as many bugs as possible before the SE.




Drackyyn, 12 point Master Doctor and Staff Sergeant in the Rebel Alliance
Come visit Dr Drackyyn's Pharmceuticals, and Stims inside Val*Mart u Valinor, Corellia (4800, -2700) Eclipse u
Come visit Drackyyn's Resources inside PHOENIX Mall u Corellia, Coronet (-166, -5502) Eclipse u
Old Man visited on 9/2/04, Jedi Initiate on 3/13/05, Jedi Padawan on 3/23/05
Medic, Doctor, H:TKA, Merchant, H:Pistoleer, SH:Marksman, CM, ID, Entertainer, Dancer, Musician, Artisan, Architect, DE, Brawler

Golden rule of SWG and MMORPG's, What to Harvest
DarthArcher
Mon Apr 05, 2004 3:47 pm
#41

This is a post I made on Tarquinas, regarding suggestions to improve Guild wars, and the overall "funness" factor


-------------------


As a participant in this weekend’s TR vs. SKULL war, I had a really enjoyable time. After reading the thread about the war, I can see many issues that need to be resolved, namely the point of having a guild war in the first place. There needs to be a way to determine who wins and who loses, so there can be a clear definition. After all, what is it that we want to achieve in a guild war? We want to win!!! And with that, deny it if you want, bragging rights are fruits of the victory.


In the current game mechanics, there is no possible way to win, unless one side concedes to a loss publicly. Although this could conceivable happen, most of the time, human nature takes over, and the result is a bunch of threads with accusations, finger pointing, flaming, cries of unfairness, and just overall bitterness in some participants. Drawing on the backyard battlefields of my younger years and some of the old school RTS games, I make these suggestions for improvement.


In order for a guild to declare war against another guild, they must choose which type of war they want to declare, “Capture the flag/king of the hill”, or “kill em by the numbers approach”.


King of the hill/capture the flag approach
For a guild to declare war, they must first build a command center. This is a non-faction structure, and cannot be purchased with any faction points. It should be expensive, and take a lot of resources. Perhaps 2-3 times that of a PA hall. If you make it valuable, you will want to make damn sure it doesn’t get blown up. By making it hard to build, you deter guilds of 10 people declaring war against a guild of 200. (This situation would be better suited for next option). This command structure, in order to keep it out of the hands of your enemy has a self destruct ability (this is where the fun comes in). Perhaps it can even be armed with defensive weapons. This structure can be built on anywhere that is not on a no-build zone. You would most likely want to put it in your city though I would imagine.


Now, if the war declarers chose this method, in order for the other guild to accept the war, they too must build a command center. War can only be declared/undeclared at a terminal in the command center.


In order for one side to win against the other, they must capture the enemy’s command center, and initiate the self destruct sequence. Then they must hold and defend the captured structure for a certain time period, say 10 mins. During this time, the owners of the captured command center, must retake their command center, and disarm the self destruct sequence before their command center blows up.


If a command center is blown up, the war immediately ends, and there is a clear cut winner and all is notified via a system message. The winners command center is then redeedable. This scenario can be mutually ended, by the guild leader of one side offering a truce at the command center, and the other guild leader accepting. If this happens, both command structures are redeeded. There is then no argument of who won the war, either one side gets their HQ destroyed, or there is a mutually accepted truce.


Think of the strategy involved in this. Part of the fun, is finding your enemy’s command structure. If you put it on a remote planet at the edge of the map, you make hard to find, but also hard to defend, as cloning centers/shuttles may or may not be nearby. Then there is the question, how many do you need to defend your base, vs. how many should be on the strike team? I think all these factors make for a very exciting battle.


“kill ‘em by the numbers approach”
Although I like the previous methodology much better, this one has its highlights. This approach is a sheer numbers game, and could lead to a long, drawn out war, especially with larger guilds. When two guilds declare/accept war with each other in the current fashion, each member of the guild is given a “death counter,” Say 10. When ever a guild member is killed by an enemy guild member, they lose a death. When they get killed 10 times, they go blue, and can no longer participate in the war; they are effectively KIA. They cannot openly attack or be attacked. Dueling of course still applies. This would effectively keep uber players from constantly returning to continue the butt kicking. If you can kill them 10 times, they are out of the picture. This can cause major turnings of the tides during the course of the battle. Rezing a corpse does not save a death BTW.


This count would extend to all guild members, so like it currently is if you are in the warring guild, you can be attacked by any member of the opposing guild. To avoid this, you must temporarily remove yourself from the guild. PVE or PVP against others not aligned with your enemy does not count towards this “death meter.” The only way to win this scenario is for one side to kill every member of the opposite guild the required number of times. Once this is done, the war is instantly over, and a system message is generated stating who the winner is.


The other two ways to end this type of war, is to concede defeat, and truce. To concede, one side only has to end the war like it is done now. This generates a system message to all involved of who won and lost the battle. There is no more "quitting the war" like it is done now. To truce, the guild leaders must initiate a Truce through a terminal, and the other side must accept. This way, it again, is clear cut who the winner and loser are in the battle. If there is a truce, both sides have to agree, so there is no further argument on who “won” in this case.


This scenario can lead to tons of strategy options. Do you focus on the strongest members of the guild to take them out first and get them out of the battle, or eliminate the grunts first to have less people to fight in the long run? Maybe take out their medics first, so they can’t heal the others, etc.


Although these ideas are a little rough around the edges, I think players would take guild wars a little more seriously, and as a result make them much more enjoyable for all involved. No more would it be a bunch of players killing each other endlessly until boredom sets in. Comments and/or suggestions?





Shenn Fein
26N6IS1
N Skull k Bones N
Master Bounty Hunter | One Poor SOB
timak
Mon Apr 05, 2004 4:04 pm
#42





Ok,


I Don't know if alot of these ideas have already been floated out there, but these are some of the things I would like to see added and changed. I think a modified city warn should be brought back. The reason I say this is because, although I cant dictate to others how they play the game I should be able to dictate how its played in my Player city. I hate all the afk spam. Not only does it cuase lag but it also ruins the look of the game in my screen, and its only going to get worse once spam droids are introduced. If people want to spam in other cities fine but I shouldn't have to watch it in my city. Instead of allowing miltia to kill people, why dont you allow city warn to warp them out of the city radius. We all know that warping is in the game(getting off bikes, sitting in a chair then warping10 feet away) so lets put it to good use. If that is not possible, How about city controls for the Mayor that can be put into effect, such as No shouts or yells allowed in city limits. Also whats the point of hospitals? any doc or medic has a droid that does the same thing...I havent seen someone in a hospital since the first few months of the game. How about a control that says all healing or buffs only in hospitals...lets use these things. Or if I want an all wookie city, then all npcs in city are wookies and only the wookie language can be used to understand npc's. Next, I would like to see a scematic available for an arena(true free for all area) like gladiator arenas where contest can be conducted.In EQ SOE has pvp areas set aside, where as soon as you walk in you are in pvp no matter what.Its hard to hold a contest to see who the best is on a server if you cant have free for all's. Other then the long process of indiviual duels. also the owner of arena could charge a fee to get in and watch the events held. I was in a raid the other night that dragged on for over 2 hours...why? becuase cloning centers are allowed to be built close to bases and shuttle ports too. make bases be a minimum of 2000 meters from a city. Raids should be hard for both sides and prepared in advance. For all you that will cry about defending your base until help arrives...don't put up a base if you cant have your squad, garrison, strike force..whatever you call your guild available at the time of its vulnerable. Cloning suicide runs take away from the event. Whats the Point of GCW ranks? lets make these meaningful. Use an alternate advancement skill tree for the ranks, instead of offering armor that isnt good or useless items any crafter can make. While your at it, why not make those armors better then composite or at least on par with it...I swear this game is Composite wars not star wars...if you arent wearing it in pvp you are second class citizen. Or balance out stats for armor to where veriaty counts for something. There is alot of good things you devs have done and have said you are going to do...but I guess what I am getting at is...I want to play star wars with star wars themes, and since your content is lacking...I am trying to create player content and feel in the game, but lack the tools in which to do it. the game is too easy to master, even for the casual player, and once a player is master of there trade there isnt much they cant do, and then the game gets a little tedious and boring. We need an alternate advancement system much like EQ for professions which will enhance our abilities...but please make it long and hard to reach, dont just drop new stuff into already achieved skill slots. Make us earn it...make it worth it.


Sorry for the long post all you A.D.D. people


Timak - master doc/ master combat medic: Corbantis

Eppi - TKM/Commando: Corbantis

Epi- Master BH: Scylia

Ev-so Master Doc/ Master tailor: Scylia
Fellstaff
Mon Apr 05, 2004 5:20 pm
#43






FalgornLightfoot wrote:

I am a Bounty Hunter on Chimeara - Europe, and in my opinion, because of my profession choice, I am getting significantly less from the game than other players.


FirstlyI do not want to drop Bounty Hunter. Its whatI got the game to play, andI know there are a great many people out there that feel the same.


As a result of my choice,I cannot remain as Master Bounty Hunter, and master any other profession at the same time. As such my game content is severely restricted in a way that no other profession must suffer.


As a result of my choice,I have virtually no defence, so to solo any medium - high level quests alone is out of the question. As such, my game content is severely restricted in a way that no other profession must suffer.


As a result of my choice, when I choose to go overt, I must fight in a very limited way to survive. The amount of skill points I spend, do not reflect my skill in combat. As such, my game content is severely restricted in a way that no other profession must suffer.






You have 3 masteries. While not hunting marks, you have significant combat abilities that can allow you to hunt, and utilize your SCOUT skills (omg.. harvesting... you remember that?). A Bounty hunter still have master scout and master marksman. You can very effectively hunt and kill creatures as well as NPC's, and there is demand for meat, hide and bone. You could even take up fishing... you have plenty of options, not necessarily related to killing marks.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
WookieRebel
Mon Apr 05, 2004 5:39 pm
#44

If you agree please /agree. Please also offer some good or bad criticism.


Proposal for Event/ CompetitionArena - Space Expansion


Location: On New Planet

Purpose: To help foster community and player competition and roleplaying.


A large building(s) on a planet in one large complex.


Including, but not limited too

-Arena

-tournament brackets, dbs?, qualifying brackets

-Paazak and Sabaac (in/near Cantina)

-Catina (betting place and healing and quests)

-Medical Ward

-Stands

-Private Boxes

-Finish/start line for bike race

-"Track" for creature race

-Animal Pit

-Garage/ Repair Shop

-Sewers (underground "dungeon")

-Competitors Pit

-Head Honcho's Office

-Secuirty at entrance to check for spice

-Practice grounds

-temporary and permanent rewards


As you can see this would add a lot of content and a center for player gathering and competition.

Temporary awards could be given such as good weapons, but would last until the next tournament.





Please. /agree if this is a good idea......./disagree if it is not (not whether it is feasible, that's up to the devs)






P.S. I leave most of the designing up to the devs.

P.S.S I post this now to give plenty of time for its development

P.S.S.S. This would not hurt player created events rather, help more people experience organzedcompetition and thus be more prone to participating inplayer created ones.

Thanks.






Jezek//Trickshot

OdiousEncounter
Mon Apr 05, 2004 5:41 pm
#45






Thunderheart wrote:






ETgamer wrote:


Not sure if this is where it's supposed to be, but I'm a little worried about the coming Mandalorian armor that will be available via dungeon... chiefly, with the amount of camping we'll see with this thing, considering the overwhelming amounts of popularity that the rare armor has to back it up.


I'm not sure how this problem can be solved.







Is this something other than just instancing?



----------Auriga Starlighter----------

Fellstaff
Mon Apr 05, 2004 5:43 pm
#46






Angetenar wrote:
I was curious about something. About a month ago somebody posted an idea about a slicing kit that smugglers could sell to other players. This kit could be used to open magseal and other locked containers. The Dev response was pretty enthusiastic. Did anything else ever come of this? I think it's an excellent idea.

While your at it, why don't you all send the people who spawned the April Fools dragons down to some of the dungeons where people using loot macros on containers and have them spawn a dark jedi or two.




I don't think this should be an option for non slicers, for ANY locked container. Thats one bonus for slicers. They can shortcut through terminals and get access to more containers in dungeons than other professions.



---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
Angetenar
Mon Apr 05, 2004 5:53 pm
#47






Fellstaff wrote:





Angetenar wrote:
I was curious about something. About a month ago somebody posted an idea about a slicing kit that smugglers could sell to other players. This kit could be used to open magseal and other locked containers. The Dev response was pretty enthusiastic. Did anything else ever come of this? I think it's an excellent idea.

While your at it, why don't you all send the people who spawned the April Fools dragons down to some of the dungeons where people using loot macros on containers and have them spawn a dark jedi or two.




I don't think this should be an option for non slicers, for ANY locked container. Thats one bonus for slicers. They can shortcut through terminals and get access to more containers in dungeons than other professions.





I'm fine with these not working on terminals. It's just that, as it stands right now, there is no reason for me to go to most of the POI's because there are no rewards, other than badges which I can care less about.


I do agree with the premise that Smugglers are lacking in content.





-Baccaror
Webels do it with the lights on.
Vinaddar
Mon Apr 05, 2004 6:27 pm
#48

Critical Fails should die. Losing all of one's rare resources (such as an entire 5 day's worth of Mutant Rancor DNA samples) to a failure is unacceptable and should stop. The risk vs reward argument doesn't hold water when the risk of sampling 1 out of a group of level 75 creatures with bad attitude is already very high, then to see all the work mean nothing as you fail on afrigginassembly attempt.

EQ's crafting system sucked for the slow rate of skill gained as you approached grand master, SWG's crafting system sucks for the far to frequent loss of hard to get resources and the corresponding feeling of utterly wasting days/weeks gathering them. Other MMO's do it better, take a look and see for yourselves Devs.


Vinaddar


p.s. and show the Pikemen some love. Those 2 guys are really tired of being ignored.
Phosho
Mon Apr 05, 2004 6:31 pm
#49

Please give us a reason to kill stronger things! If I'm going out to level up my skills, I can either A) Take Savage Quenker missions, it takes 10 seconds to kill each one and I get 4000 exp for it, or B) Take Graul Mauler missions, it takes 45 seconds to kill and I get 4500 exp for it. This is disapointing, there is absolutely no gain from attacking stronger monsters.





phosho delka
"type like I am intellegent? hmm you mena like this- would you like a
cup of tea? it was made by jolly good blends." - neurosis888

Phosho
Mon Apr 05, 2004 6:42 pm
#50

I also have a suggestion (which has been brought up many times before).Nowadays everyone is running around in Composite armor... Why not make faction armor (Stormtrooper and Marine? I dont know name of rebel armor because Ive never been rebel) craftable by armorsmiths who can obtain a limited use schematic by buying it withfaction points? Also make it ableto be about as strong as composite armorso it would encourage people to wear it. It would be SO COOL to have a bunch of Stormtroopers running into Coronet instead of an army of Robocops.



phosho delka
"type like I am intellegent? hmm you mena like this- would you like a
cup of tea? it was made by jolly good blends." - neurosis888

40oz2freedom
Mon Apr 05, 2004 8:47 pm
#51

I have a request on behalf of those in the tedious pursuit of finding RIS armor components. Why make the woolmander bone fragments, gurk king hides, and albatross feathers drop at a reasonable rate, vastly contradicting the Giant Dune Kimo drop. It is simply pointless to spend the amount of time needed to collect a mere Giant Dune Kimo Scale. I've killed nearly 39 of these beasts since I've found the last scale, and the fact that the rarely spawn only adds to the time and impossibility of this armor quest. So i suppose my question is this, why is the GDK the limiting reagent among all the other components? It only provokes camping, creates unbelievable inflation, and makes the set of ris armor the most inattractive set of armor to acquire, considering the loot rate allows you to get a scale once every 2 months, if your the only one around. You'd have to quit your job inorder to find the time needed to obtainenough of these things for a set of armor.I feel just think a little more thought and consideration should be put into the development of RIS armor before you go off and introduce unimplemented armor. Fix what you have in the game first; some of us out there have been trying to acquire this set of armor for ages, battling the bugged Kimo and lok spawns. If your point was to make this armor near impossible to collect, then you have succeeded. All I'm asking is that you throw those of us still pursuing this armor a bone... as with the introduction of the BH armor, RIS will simply loose all interest. I'm not saying make this quest easy, but just simply make it possible to complete.



Ninja
PRAE


\O
..|\
/\
Cardco2
Mon Apr 05, 2004 9:38 pm
#52



RIFLEMANowerful, fast and diferent diseplines that are equal. remove sniper from this and make that a profession that requires MR and MM. rifleman should be powerfulll and the main troops. there should be 2 verieties of them.(ps:snipers use mind rifleman should use action. and hit health.) best all-round soldiers. guns have max range of 80 meters.(or 75)1 grenade sert.

1:the main troops, this would be the first 3 trees. they would be powerfull ,strong, and fast.

the most numerous.

2:support gunners(like in modern times and in the past.) more heavy rifles like the T21rifle.



CARBINEER:Spec-Ops forcess. like paratroopers. hit FAST, hitr HARD pin down enemies and hold buildings like starports with 5-10 troops. weeker guns but faster and more usefull specials, and special super specials to pin enemies down. good speed rather good damage. best soldiers for hit fast and hard attacks. to thin the enemy and hold ground in prep for the mains. costs more SP and XP then rifleman. shoots as far as rifleman with almost equal accuracy.limited grenade use. 2 serts. its special 0-6 metter mellee move were you hit the enemy with the butt of your rifle, or a sharp knife thingy (batana?) equiped on the end.(dangit cant remember the name, how imbarising. )


PISTOLEER: self defence class mainly. costshalf theSPas rifleman. fast and very hard to hit. they are veryu accurat at close range but terible at more than 30 meters. max range is 60 meters.

great addition to any class, but not that good alone, has 2 combo disiplines.

1:self defence moves and skills.

2:gunslingers. good in sudden bar brawls, and good at takein g out TKM's.



COMMANDO:same SP as now. heavy weapons experts. all grenades. eisily takes out turrets, and defences. cant take one on one and will die at close range do to the heavy nature of weapons, but wonderfull at 40-65 meters.(like on thje AH hill. own anyone in town with HW barages.


BH:good one on one. same as now, exept better defences and slightly higher accuracy witrh LLC and higher sp costs.


ALL mellee:self defencive by nature,wonderfull combo with any ranged. shorter hit distance with TKM 10 meters. 14 with swordsman and fencer. 18 with pikeman.


SNIPER: 4 trees 2 dedicated to accuracy moves and + bonusses to accuracy and defences.

this prof goes over the defences cap. tho at ranges 30 or lower it has a suddenly drastic drop in accuracy. and is nearly imposible to hit by anyone 50+ meters away.

impecable accuracy, and all weapons have near one hit kill atio's. the best ones kill in one hit easy, buffees take 3. all hits hit mind.theres a ranged DB but it has a40 second per use timer. no speed mods at all.(for balance.) this class is a great support class. and all weapons(eccept the lower level ones) have a max range of 70-85 meters.



Chriss Lightstrider
Valcyn
A Rebel

"For God so Loved the world that he sent his only begotten Son, that whosoever believes in him shall NOT perish, but have everlasting life"-John 3:16

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