Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 5-10-04)
I have a good idea on how to balance professions. Let's face it, only a handful of them are used for anything but holo-grinding. Why? For the same reason servers are full of Master Commandos and Teras Kasi Masters: they are very powerful and relatively easy to master. I mean, an MBH or a Pikeman take a while; why do that if you can get TKM in 1/3 of the time and kill either one?
My idea is: one of the way to balance things, other than creating new perks and advantages to the "weak" professions (which will bring more variables into play, and the outcome will not be clear), would be to nerf (weaken) the over-used professions. Lets say that out of all combat professions, 60% are MC, 25% are TKM, 3% rifle, 3% fencer, 3% swordsman, 5% are bh....you get the picture. How to solve this? Easy! When a MasterCarabineer fights a TKM, make it a "50/50" outcome rather than "hell will freeze over before thecarbineer wins". Just make those cliche jobs harder to get and not as rewarding.
Another thing, I understand that the TKM's dizzy/stun combos were added to make it more of a "skill" rather than "brute force" combat profession, but as of now it comes down to clicking 2 buttons really fast. When people start yelling "cheese" after the first attack, something is messed up.
P.S. I put a post with some nice ideas in the jedi topic on page 21 i think, don't want to copy it here but check it out if you have time TH. Mostly I wrote about whatI, not a "sw-geek", see wrong with the jedi from the first glance.
Thank you.
I have the following Ideas:
>Stop pushing out super hard dungeons that only guilds of power gamers can hope to complete.
>Make some newdungeons that a medium skilled combat player could manage with a small group. For example: a group of 5 players with about 8 skill boxes in one elite combat profession should be able to complete the dungeon. A single power gamer could solo the dungeon, but should have a reallytough time doing so.
>Stop making all the new content into rare dungeon loot drops. Why not just add the new schematics to the existing crafting professions. Im not saying that all new content should be available to everyone the second it comes out, but how can someone enjoy the new content when the item cost 5-8 million credits?
My Idea on game content:
I feel that with each publish there should be 3 levels of content: Content for any player to obtain (items such as paintings or new cloths) , Content for mid level players (items such as new speeders and armor) , and Content for power gamers (this content should be very rare but well worth obtaining).
I also feel that after a certain period of time someschematics should be put into crafting skill trees.
Game Reality for new content:
All new content is made for power gamers. Casual gamers simply are not capable of competing with the power gamers. The power gamers then demand insane amounts of money for the new content.
Problems with this:
Coronet Is extremely lacking in imersion in my opinion. With all those un-enterable, non-ineractive building round, all you really see of the city is the star port area. I say you guys should place a star port on top of one of those buildings (Coroscant, Ep. 2 style), and add more 'levels' of the city. If not this, then how about a couple of them skyscrapers enterable? Or something! When I first heard of the description of Coronet from other beta testers, I went there hoping to see something like this:
I get off the shuttle, walk over to the entrance of the building from the landing pad, walk down a few hallways, go down an elevator or two, and walk through an exit. As I walk out the door, I see that I'm surrounded by skyscrapers! Not only that, but I'm on / in one! I see the traffic of vehicles and people walking down on the mainstreet, about 10 floors below me. Also, there are a few ships flying through the canyons of buildings, and one flies right in front of me.
Instead, I get to Coronet, get out of the same-old space port, and what do I see? A few people standing outside talking, ad some buildings to my right. I'm thinking: Oh cool! At least some skyscapers. I wander on over to one of them, adn try to find the entrance. After walking around it once or twice, I came to the conclusion that maybe the devs didn't finish teh interior yet of this building. I wander on over the the next. Same thing happens. After going through countrless areas of Coronet, not one building is enterable, except the usual cloning, guild halls, and medical facility. Bah! It's just like Mos Espa, only with grey buildings! I always had hoped it was on the to-do list before launch. Guess not...
Hopefully though, the devs intend to make the cities more immersive. I dont know, maybe they could make 'booths' or rooms for people to sell stuff ininstead of spamming the star port 24/7. Or maybe they coudl be rented out to the highest bidder as a small 'house' or merchant tent in the city. Good money sink too.
If you think this is a good idea- I hope you also decide to work on the 'unique-ness' of other cities. All medical facilities look the same... All the cloning facilities are clones... ![]()
All banks are identical. All star ports (execpt Theed) are plain, simple, and boring. It's pretty sad actually...
Coronet Is extremely lacking in imersion in my opinion. With all those un-enterable, non-ineractive building round, all you really see of the city is the star port area. I say you guys should place a star port on top of one of those buildings (Coroscant, Ep. 2 style), and add more 'levels' of the city. If not this, then how about a couple of them skyscrapers enterable? Or something! When I first heard of the description of Coronet from other beta testers, I went there hoping to see something like this:
I get off the shuttle, walk over to the entrance of the building from the landing pad, walk down a few hallways, go down an elevator or two, and walk through an exit. As I walk out the door, I see that I'm surrounded by skyscrapers! Not only that, but I'm on / in one! I see the traffic of vehicles and people walking down on the mainstreet, about 10 floors below me. Also, there are a few ships flying through the canyons of buildings, and one flies right in front of me.
Instead, I get to Coronet, get out of the same-old space port, and what do I see? A few people standing outside talking, ad some buildings to my right. I'm thinking: Oh cool! At least some skyscapers. I wander on over to one of them, adn try to find the entrance. After walking around it once or twice, I came to the conclusion that maybe the devs didn't finish teh interior yet of this building. I wander on over the the next. Same thing happens. After going through countrless areas of Coronet, not one building is enterable, except the usual cloning, guild halls, and medical facility. Bah! It's just like Mos Espa, only with grey buildings! I always had hoped it was on the to-do list before launch. Guess not...
Hopefully though, the devs intend to make the cities more immersive. I dont know, maybe they could make 'booths' or rooms for people to sell stuff ininstead of spamming the star port 24/7. Or maybe they coudl be rented out to the highest bidder as a small 'house' or merchant tent in the city. Good money sink too.
If you think this is a good idea- I hope you also decide to work on the 'unique-ness' of other cities. All medical facilities look the same... All the cloning facilities are clones... ![]()
All banks are identical. All star ports (execpt Theed) are plain, simple, and boring. It's pretty sad actually...
well that was stupid. sry for double post. Been getting a lot of those lately...
(darn login systems are bugged)
The reason I ask is because if missions are generated server-side, it would be a much lighter load if the user could "build" their own mission in a way. Sort of a multiple step option. First, they select the direction they'd like to head. Then they choose the type of mission it is.
Right here we go =)
In my opinion You should be able to place items on your balcony. Move items up in an elevator.... Have more rotate options on items.
Because i can only hang swords like this:
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While i want to hang em like this:
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Maybe a way to color furniture? Since we now all got the same furniture. Would be nice. And then when ur master that u have a RGB system for coloring...
Store more items in a guild hall.
I got a Generic guildhall Wich costs 9 lots.. And i can store the same amount of items wich i can in a large tatooine house wich just takes 6 lots... And with the tatooine one i can build 2 small ones next to it wich grand me a total 450 items to store. While i can only store 250 in my guildhall. :s weird huh?
Actually make it possible to lay down on a bed. Instead of just sitting...
With the large yellow couches make multiple sitting spots... Cuz it looks like alteast 3 can sit on em but you will all sit on eachother's lap :s
Well i got lots more in my head but this is enuf for now lol
But once again this is just an idea ![]()
With that in mind, here goes.
Some friends and I were talking about the lot system, ie 10 lots each per character. The problem we run into is it doesn't seem to be enough at times. The example I came up with was let's say that your character is a mining mogul who has a vast empire of mining operations. Well as vast as 10 lots will allow you to get anyway. So you have this mining operation and you've got tons of money just lying around and you decide you want a big fancy mansion filled with collectibles and art to show off your wealth. Problem is, you can't do that because to do so would cut down your production by 60%.
Or let's say you're an Imperial Colonel in charge of a Garrison (HQ) on Corellia. You're a colonel and should have a halfway decent house, right? The best you can hope for is a med house and that doesn't offer anymore storage than a small, and doesn't look appreciably bigger. (but that's another issue) And PA halls? Pity the poor schlep that gets stuck with having to tie up 9 WHOLE LOTS for a glorified large house. (and if they'r meant to be a house, then why do you need 5 people to keep one?) Someone *has* to declare residence there just to have a place to live, because you can't even set up a cardboard box on one lot. (yes I realise we don't *have* to have a house to live in but for RP purposes I like to have a house for my characters lest I feel they're sleeping on the street clutching their mining reports, or their weaponry and armor, which cost far more than their houses, closely)
So for those of us who want to do it all, we came up with the following suggestion:
If the code will allow it, why not implement a system that opens more lots the higher you go in a profession where they're needed? That is, if you master Artisan, you get extra lots with perhaps more if you master an elite artisan profession. The only trick is that these lots can only be used for harvesters or factories. The same would go for Rank. The higher rank you get, you get lots that can only be used for Factional structures.
I'm not saying give the farm away here, but I think the lots, if given on a restricted basis, could be given out a little more freely, provided someone puts the effort into earning them.