Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-5-04)

Daeyron
Mon Mar 29, 2004 3:50 pm
#40

dear devs,


thank you for making such an interesting and multi-leveled game and filling it with so many professions. i'm writing this post because, in my desire to try the different professions, i keep running out of skill points. this isn't just a matter of holo grinding--in fact, i'mnot doing the holo-suggested profession, because others look more interesting at the moment--but a matter of character identity. let me explain...


i'm a doctor. my guild counts on me to be a doctor. my city counts on me to be a doctor. i placed the city hospital and i run it as a resource distribution center for the city's medical practicioners. doctor has become an inseprable part of this character's identity. this means that i have a very limited number of skill points with which to play, and certain professions are basically inaccessible.


so what to do? if i create a new character, i leave behind friends, guild, and city to move to another server. this doesn't seem like a good option.


so here's my request: PLEASE ADD MORE SKILL POINTS. encourage players to try new professions by making it less painful. if you don't just raise the cap, perhaps you could please consider adding a quest whereby players could acquire more skill points.


thoughts?


thanks,


-dc
SrinKnorei
Mon Mar 29, 2004 4:03 pm
#41






Daeyron wrote:


so here's my request: PLEASE ADD MORE SKILL POINTS. encourage players to try new professions by making it less painful. if you don't just raise the cap, perhaps you could please consider adding a quest whereby players could acquire more skill points.






i like the idea that i could go out and do something to earn more skill points. and it shouldn't be easy, either. for instance, i remember doing the krayt skull quest. it took me a little while to get it done because i had to do multiple things on multiple planets, and i also tend to take my time on things. i like that idea, and say the payout is 2 skill points per completed quest and maybe cap the amount of additional skill points you can earn at say 100 so we don't have, for instance,master commando-bounty hunter-tkas running around.



Sarah H Longley _ iNDUSTRYTHiRTEEN.com
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SrinKnorei
xxxxxChild of the Darknessx
Isijj Asiit
xxxxxMaster Dancer | Master Image Designer | Master Musician | Master Entertainer

Seinth
Mon Mar 29, 2004 4:09 pm
#42


How bout some generic items that could aid players and events. LIke a data disk craftable by artisans. the farther up the engineering tree, the more characters it could hold. IT could be made out of 8 units aluminum, 4 units non ferrous metal or something. They could be encoded, serial numbered, or whatever. They have multiple uses, such as giving out fliers for events, vendors, encoded pvp plans read only by a particular faction or having a known encrption code. It could also be used in events when things would be needed to have a serial number or a special message. I play on chilastra, and probably the coolest event are the Neutron-7 episodes and quests.If they had craftable datadisks among a few other improvised items, the quest would be perfect.


A second item would be sabbac or pazzak cards and decks. You could buy them from NPC's in hotels or cantinas, and play players and npc's for small wagers on hotel tables during downtime. It would be a source of crowds hanging out in hotels and a lot of fun for players.


Finally, my last hope is for customization. Making logo's for a sign at ur shop, or on a designer shirt, or anywhere. Being able to actually design a house, placing walls and stairs and ect in different places, so houses would look unique. Im tired of being in a player city and see row after row of the exact same house or travelling to different cities and seeing the same type of cantina layout and structure. furniture only goes so far. If architects could actually designe the interior and exterior looks of a builidng, even if to an extent, i believe many players would be enticed to join the game. I remeber about a year before the game came out, i dreamed of owning a cantina designed by me with a restricted upstairs for my special VIP's. It would be a front for my Hutt factioned criminal empire.

I could see someone glanciing at my personalized logo as they entered my cantina. they could see an island bar in the middle, with dancers and musicians playing off to the side. They could see shady figures in a corner, sending them an evil glance. They would sit down and see a well known figure walk in the door with several of his thugs or rent-a-cops by his side. The cantina would go silent as he walked through the special door in the back, heading upstairs with the other VIP's of the cantina. He could walk to the bar, and talk to the hired NPC bartender (which i believe was said that u could hire NPC's to work for you or bark advertisements and the like) that would make some random conversation and sell him a drink. After conversing with a local weaponsmith and talking about buying a new blaster, he wishes everyone well and heads back into the sunlight.


With tools of this kind of customization, this game would be living in the world of star wars. If the Devs would read some of the awesome ideas here and on the GCW forum and put them in play, this game would be the best. I see you listen to feedback, and even put bits and piecies of ideas in the game. Keep up the good work, and give us SE info. multi person craft plz. and remeber, customization is the key.


JUst my 2 cents...
SrinKnorei
Mon Mar 29, 2004 4:23 pm
#43

i remember some thread or topic way back when asking players how they thought the devs could make the game more star wars-y or give it a move lived in look. i want to expand that concept over to how the devs can help player cities look more like cities.


might be nice to give our mayors, with the help of our architects, the ability tocreate actual paved streets that can go up the sides of hills (if giving mayors the ability to flatten terrain is too difficult) this could be done by say streets are laid down in squares on the grid and if it runs into a house, it just cuts off there and forms around the house or building. perhaps the type of pavement becomes available like the ability to place certain structures becomes available. the pavement at wayfar is very crude compared to the metropolis that is theed. i think the terrain on which players walk in their citiesshould be reflected in the size of the player city. i live in a huge metropolis on dantooine and yet wayfar looks more sophsticated and city like than our player city.


let architects craft different styles of bridges to go over the rivers that divid cities, and beautiful fencing styles to go along the river sides (as they do at theed for an example), or around cities(dearic, coronet) with the option of building exiting/entering archways,craftable staircases to go up hills or inclinesto craftable balconies(parts of theed, restuss or the lake retreat are good examples of this), everything placeable on top of that pavement idea i have up above.


'm sure other people are asking for the same things, and i know this is a mouthful and would be a lot of time and effort to pull off on the parts of the devs, art and programming department staff. we have the space expansion coming out soon, which i have a good feeling about, and i know that takes a lot of the resources to development. after that's out, i dont know what your next huge grand project will be, but i think this is an idea worth looking into. you want to make this a unique game, let the players be as unique in their player cities as they can. ^_^ even if this is starting to sound like rollercoaster tycoon or sim city.




Sarah H Longley _ iNDUSTRYTHiRTEEN.com
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SrinKnorei
xxxxxChild of the Darknessx
Isijj Asiit
xxxxxMaster Dancer | Master Image Designer | Master Musician | Master Entertainer

Simmeon
Mon Mar 29, 2004 4:23 pm
#44




It seems to be like a few of the requirements of starting professions don't really make sense. I mean why does both a smuggler and a commando need the Unarmed tree in Brawler? Neither of these professions use any unarmed combat skills in their trees... I can see how a Bounty Hunter would possibly need some scouting in order to learn to track players but tracking doesn't come into play until your in the Ranger profession. How then does scouting, then, benefit a bounty hunter?


I think the requirements should be changed as follows:


Commando:


  1. Master Marksman ; obviously need to be able to shoot guns...

  2. Honestly I can't really think of anything else that should go with Commando because it's basiclyan advanced Marksman. Nothing else really makes sense as to why it would be a requirement for an advanced Marksman unless possibly Scout skills but pretty much anything else they take will no longer be used except for camps and terrain navigation.

Bounty Hunter:



  1. Master Marksman: Again, obviously they need marksmen skills though why do they need to learn rifle skills if they never use rifles in the skill tree?

  2. Master Brawler: The Bounty Hunter should be very versatle and able to do battle under any condition weather they have a firearm or not. At the least this would be a better idea for a place to have Unarmed requirements. We do see Boba Fett on this web site doing an Unarmed Kick...

Smuggler:



  1. Pistol Specialist; Though I don't think Smugglers should be limited to only using pistols...

  2. Master Scout: When I think of a Smuggler I think of someone who is not going to normally be taking the direct road to the places he's going. He would use scouting skills to accomadate him.

  3. Pilot: What the heck is a smuggler really good for if he can't smuggle passengers, cargo, contraband from one planet to another??

These are just some examples. I honestly think Smuggler should have been one of the professions they introduce for the Space Expansion. Any other ideas?

Seinth
Mon Mar 29, 2004 4:31 pm
#45

They could easily make BH and smuggler more Star warsy. What ever happened to player missions. There was gonna be like player delivery missions, and if the person stole the item, they could get a bounty. Bounty hunters need to hunt people, and smugglers need to get people illegal stuff to them. smugglers didnt craft spice, they transported it. Today, we see them make crates of it and shout that they are selling it. Where is the sneakiness and smuglling in that?
Meplorium
Mon Mar 29, 2004 4:41 pm
#46

I wrote this in response to a thread in the BE forum called, "Where did all the CH go?" It is addressing concerns about falling pet sales due to a lack of CHs in the game. The basic reason for the lack of CHs is because they are now way underpowered compared to other classes. Players with high combat abilities, 80% composite, full buffs and food now fight at a level of CL150. People routinely pull CL150 missions in large groups, just to pull the mission, but then go slowly that mission on their own. They can also kill any CH pets and then the CH. The CH bugs are still annoying and 15 seconds to pull one pet is too long. It needs to be, Call - Pet, Call-Pet. The autostoring, slow pets that don't keep up with the speeders, and them slowing down and not following problems make them not usable. In the time it takes to pull out all the pets to be used on a mission, the fully armored, fully buffed TKA will have the layer destroyed.


Posts follows:


I can still sell pets, though I happen to be in a town where there are a number of CH left. Coronet use to be a zoo with more than 50% of the spamers selling animals. Now you don't see a one out there.


The problem is, something people are missing, is that harvesters got a hug boost. Everyone is on all the planets, so SWGCraft.com is kept up to date. So when there is a shift of great resources everyone mines the hell out of it. This means armor is amazing, weapons are top notch and doctors can buff for 2500 a pop. Not only that, but people can buy enough armor and weapons due to huge supply and lots of money from 25k missions that they can get good slices on everything.


CH was popular when an animal was the only thing that could tank. Now people with the uber templates, full comp and buffs are by far better tanks and they dish out unreal damage. No pet can complete with that. So while CH got nerfed, everything else got far far better.


The bugs are huge. They make pets annoying to work with. Speeders are huge too. Even the fast cat skins don't keep up fast enough to make them worthwhile. In the end, their power is weak and their usability sucks. Therefore they go unused and CH is something to drop, not pick up.


Only the diehard CHs are left. Those that really love animals keep them. The problem is those that really love animals will not delete their pets for anything, so they don't buy new ones. Pet stims sell well and I noticed vitality packs sell well. Still if you make a really nice pet in a popular skin, those will sell well.


The Solution to the very weak CHs can be fixed by: 1) Zero wait time to call pets. This helps with the pet following and getting lost problems and have persisted for nearly a year now, ie the programers can kill this bug, so do a functional work around. Having to wait is not a work around. 2) Release the hounds on BE pets. No upper dna sampling level for BEs. This will allow BEs to make good CL70 pets. No upper limits for resists. A AR1, 100% Kin pet goes a long way to bridging the gap between CHs and other combat classes. CHs will still be underpowered with such a pet, so don't worry. 3) Mounts need huge improvements to be made useful. Either allow specials to be usable from a mount, maybe have the mount slow down when this happens, or have the mounts move at a rate similar to speeders. That would be a substainable rate, not a gallop rate, so they can compete.


As it is right now CH is a underpowered, over nerf class that everyone else caught up too and surpased while CH was still being nerfed. This is partly why DEs don't want the DH class. CH has been made too weak. Another unused, weak class riddled with bugs when there are more powerful, quicker and easier to use combat classes doesn't help DEs and has made pet making BEs more difficult with things only going down hill. Yes I can sell pets for now, but only if they are top notch and only because I have a small but loyal market. Those few people quit, and I am out of my pet business. No, I don't care to go looking for my cheese elsewhere, if that referrence is understood, as having to go looking else where is just one of those WoW things. Though that is elsewhere I suppose.CH needs to be competitive once again.



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BadMisterFrosty
Mon Mar 29, 2004 4:42 pm
#47

design issue


When Itake a look at star wars design in the movies and games such as jedi knight 3, I noticed aspects which make me feel it star warsy in the first place. They are in my opinion underdeveloped.It is 1) inherent darkness, 2) disgust and 3) used-look 4) gigantism. You find it in the famous scenes, when the heroes get trapped in the garbage-press. There is always the threat of huge technical plants which you can imagine what they do with bodies. Remember the cryochamber and the torture of han with the scan-grid. There is the disgusting creature in the water of the garbage-press.there are disgusting Mynocks; the thing in the water around the downed X-Wing on Dagobah.Disgusting creatures are everywhere, you even imagine them between the cables of the millenium falcon. There are a lot more disgusting creatures than cute ones. And there is darkness: segrated bodyparts (hands and arms) and implants, desintegrated droids, droid heads arms and legs laying around, dark caves, torture two times, slavery, the empire and especially darth vader.



Landscape: well done

Interior Design: worse


Emperors Retreat

Of course the game is teen rated andIt dont need cut-off heads and torture. But I felt the game to bright, too much like episode I. But we are heading towards the darkest age of star wars, towards the empire strikes back. I miss those somehow tragic characters like the lobot (spoken in general), I miss the fear spread by the empire and I miss the gigantism. I dislike the emperors retreat at most and in some way it is symptomatic for the SW:Galaxies design. It is a cute, nice place where you sacrificedhighly potential characters. To be honest, the rooms where the emperor and darth vader live are made without any love. They are extremly boring, grey rooms with a poorlight-situation. Yes, MMOG cannotbe compared to single player games due to polycount, but even the simple things look better in JK3. Simple rooms, doors, gangways look a way more imperial and much darker. See the larger rooms at vaders' fortressVjun. I wonder why you haven't spend darth vader an own dark place where the sun never shines. Green grassland, a nice villa and darth vader and the emperor just dont feel right.


Disgusting Creatures

Even Dathomir, SW:Galaxies darkest place a way too nice. You should make it a place where you never walk into water because of the things beneath you. The other planets need this specific star wars aspect too, much more you have it in right now. All the cavesshould bemuch more disgusting, when there are spiders then there are webs and probably catched persons. They are too flavorless. Again the light-situation is poor in many cases. I don't know if you are limited somehow, but in general it could be done much more with light positioning.


Gigantism

I would like to see a new themepark which would be the new home of darth vader. If you do not want to make the galaxy more gloomy, then you need to place his secondary residence on dathomir. I would be a castle in the star wars kind of way and it would be heavily guarded by walker, TIEs flying around and masses of troops. I could be considered as a target for a rebel raidparty for more than 100 players. They would fight through large hangars, interesting floors, using turbolift andfighting against afewroyal guards who can each kill a group of players in an awesome environment.


Adventures


Capturing

There was an Asterix game in my very early gaming days. If you lost against the romans they sometimes capture and imprison you. You as Asterix where of course able to escape. It happend often and It was fun somehow. Redesign the imperial Prison and let the empire capture players. They could free themselves and they could be freed by their friends. There must be a price when you hitting the -5000 faction-points and getting incapped in the wrong place. It needs design, but in general, it could be done. Of course the prison must be greater and cooler, it is like the retreat worse designed; although the inquisitors-quests have the dark feeling when they want a nightsister to dissect her brain.


On Jabbas Sail Barge

If you oppose jabbawith -5000 hutt faction, he should feed you to his pets, the sarlacc or the rancor. Again there would be ways to escape but being incapped surrounded by jabbas henchmen with -5000 would be a worse situation.


Vaders Grip

If a butterfly can kill you, Vadermust do it If you do not exactly what he wanted you to do. You should have fear stepping in front of him, you should not fail. Never. It is difficult to make it, since you might know when you failed and then getting killed is not fun. Create different quests which are not easy to tell how good you have done it. Or at the destination of the quest, there is a monitor where vader will talk to you



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BendoDark
Mon Mar 29, 2004 4:56 pm
#48

it seems wearable mandalorian armor will be out soon. I've seem post where some people want to make it master bounty hunter armor only.First, of all mandalorian is battle armor and not bounty hunting armor. Its not a profession specific tool like a jedi saber. Mandalorians were not a race of bounty hunters but a race of warriors and thier armor wouldbe useful to any combat profession. Making mandolorian armor a MBH only armor is unnecessary and would have no effect on its rarity. Any person who would be able to get thier hands on this armor would simply grind thier way to MBH or sell it to someone who would. Also people would grind to MBH just to have a chance to wear the armor. Rarity can not be achieved bya RIS armor type quest since mandolorian armor's inherent popularity is straddling next to jediship and more people would be willing to go through the pains of gathering resources to build the armor.A random dungeon generation system could work. A dungeon generated on any planet at anytime in non populated areas for a few hours once a week or month. The dungeon itself could only be completed by one player with no help, on thefirst try and without doctor buffs, creating instances of the dungeonwould allow this scenario. This would preventany large group from basically guaranteeing mandolarian armor aquistion and bitterness of who looted the quickest. Dungeon generation would stop once the cap on mandolorian armor per server was reached. The armor would be looted as a whole. If there is no reasons to allow weaponsmiths to craft light sabers there is no reasons to allow armoursmiths to craft the armour. Especially since the armor is rarer than a light saber.
Seinth
Mon Mar 29, 2004 5:06 pm
#49

yes, mandalorian armor is super rare in the movies. when it comes out, i will do everything i can to get it. That is the problem, if somebdy has madalorian armor, they should be awed at. i dont want mandalorian to become the next composite, where all u have to do is go beat a dungeon with ur gruop of CM's, TKM's, and riflemen. So summarized, i want it, but dont want anyone else to have it.
Sahnd
Mon Mar 29, 2004 6:01 pm
#50

I would like to echo the sentiments of others regarding player cities. I spend a lot of my time in NPC cities, moreso than player cities (which is unusual for a TC player).

When I do travel to a Player City, it always lacks the feel of a city. It's a grouping of houses. No more, no less.

The main differences I have seen between NPC cities and player cities:

* Tileset - pavement, roads, bricks, marble in NPC cities -- grass in player cities.
* Walls - Define the city. Corellian arches, Tattoine sandstone, all give the effect of an actual city. You know the difference between the city and the wilderness. Not so in player cities. There are no streets, no city limits, only houses and an occasional "garden".
* Ambient sounds - In an NPC city, there is the sound of ships flying overhead, equipment humming. In a player city, it is deathly quiet.

Adding tilesets and sounds for Politicians to add to their cities would go a long way towards making them feel like cities, and they would be unabuseable.

Walls are a bit more of a dilemma. People are worried about walling off areas or someone's house, or giving extra defenses to bases. There are things that can be done to avoid this. First of all, walls could be non collideable. Graphical only. This would be the easiest, but not necessarily the best way to do it. The right way to do it would be to track the placement of walls and make it impossible to completely enclose an area. Make walls not buildable within 10m of any structure, and within 100m of a faction base, and you take care of most forseeable problems with these rules.

This does kind of feel like SimStarWars, but Simming is a guilty pleasure of mine. These would be great changes that make player cities feel unique and like home.

---TestCenter.Stootee
aazatgrabya
Mon Mar 29, 2004 6:52 pm
#51





Just a quickie - I've been reading some of the player events around the galaxies. Some are really fascinating. Try this forum:


http://forums.station.sony.com/swg/board/message?board.id=Events&message.id=5015


XanShin's first post sounds like incredible fun.


Anyway it occured to me that many of the key players working their fingers to the bone to get these large events off the ground and even the truly dedicated player who's determined to get everyone involved and have fun seem to miss out on any real credit.


So how about the bar tenders in the various bars located near the events give out little stories - gossip if you like - relating the experiences expressed in these forums regarding past events. I imagine it wouldn't take too much time for a programmer to add a few conversation strings summerising the posted events. They could even praise certain players for their hard work or exceptional game play. This would add a little notoriety and kudos to those mentioned. Mind you - to get the full story you not only have to buy a drink - or 5 - but also drink it. The barman likes a good customer.
briannasith
Mon Mar 29, 2004 6:57 pm
#52

What would be nice is a way to have a regular and collectors editions account keys under one account. Why am I saying this? Your asking. Well I got the regular one and love the game I got a gift from a friend. He sent me the collectors editions he found on sale in a computer store. But having a way to update your account would have been thought of.



jack of all traids: Oaralm
city/planet: Volcano Bay Lok
guild:
master marksmen

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