Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-29-04)
Thunderheart wrote:
Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
Kyros_Dragoon wrote:
I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great
No, it's not.
Instead ofsolving a basic issue by nerfing ussmugglers yet again, why not add a step: opening the container? Step one: Locked container gets sliced to "unlocked container". Smuggler hands back. Step two- customer opens container making it an "open container". viola. If you get an "opened Container" back from a smuggler- you report him.
Tell me you're joking, please.
I think these could be added right *after* they add the following:
* Self-Buff packs, crafted & sold by Doctors, no skillpoint requirement for use.
* Self-Use Healing Stims, crafted by Medics, no skillpoint requirement for use.
* Mind Poison/Disease Grenades, crafted by CM's, no skillpoint requirement for use.
* Weapon Certification Deeds, crafted by combateers, no skillpoint requirement for use.
"You too can wield Jawa Ion's like a Master! Even though you've only mastered Tailor!"
Hell, how about making MagSeals slicable by Smugglers in the first place!
I think I can make a fairly educated guess as to what our correspondent's response to this idea will be, hopefully he won't lose his coffee like I nearly did reading it.
Thunderheart wrote:Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
Kyros_Dragoon wrote:I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great
If it's going to be a new smuggler produced item to slice magseal containers, make it an item that only someone with at least Novice Smuggler can use. If you make it a simple commodity, then it does the smugglers no good in the long run, once one smuggler gets paid 300k to make 20 schematics, or someone makes the schematics when grinding through smuggler on a holo, the market gets flooded, just like spice is now (I can't sell my best spice for 5k a crate anymore.. I see 'malls' with vendors with tons of every spice for 2k-3k credits a crate.).
Re Smugglers. Players "shouting" availability to slice or sell spices still runs rampant at Theed and Coronet Starports, and does much to dispel the sense that they are actually "smuggling" or that there is any law enforcement around to stop it. In fact, it's more like an open bazaar for contraband. Imagine what would happen if someone were standing at the Port of San Diego or San Diego Airport shouting "Free Weed! Get your Free Weed!" or "10 grams of Coke for $Xxxxx!" -- They'd be arrested in short order. Ports, in general, in the U.S. tend to have lots of law enforcement -- and we're not in the midst of a civil war!
Question: Is there a way for the devs to cue uber trooper spawns (not troopers that are so easily aced like the current crackdown spawns) everytime someone overtly uses the word "slice," "spice" or an iteration thereof in "spatial" speak? I feel like there's more of an Imperial Crackdown in LAX than I do in SWG, which is in the midst of a crackdown!
Thanks!
KaiRan wrote:
Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
No, it's not.
Instead ofsolving a basic issue by nerfing ussmugglers yet again, why not add a step: opening the container? Step one: Locked container gets sliced to "unlocked container". Smuggler hands back. Step two- customer opens container making it an "open container". viola. If you get an "opened Container" back from a smuggler- you report him.
You may be confusing locked containers (which can be picked up and handled this way) with locked MagSeal containers (which cannot be picked up and must be sliced by a smuggler at the same physical location as the person that would like the container sliced, which would require the smuggler to be in the group, and would pretty much guarantee the smuggler gets the loot)
I guess this comes up because of the groups who don't happen to have a smuggler in them that are tired of seeing locked containers that may contain some awesome loot that they cannot access.The simple answer to this seems to be: invite a smuggler to your group and hope he's generous, OR forget about the loot in the locked MagSeal containers.
I don't think it would be fair to let just anyone open these, but they are essentially smuggler only loot as it stands, so smugglers might want to quit whining about their profession being constantly nerfed, when in reality they have the only profession specific loot.
Thunderheart wrote:
Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
Kyros_Dragoon wrote:
I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great
An excellent idea for everyone but smugglers. I still think it is worthadding, but TH make sure you give smugglers some love with this idea by giving smugglers bonuses to use such devices. They are after all more knowledgable about such things, right?
Maybeslicing kitsmax out at 50-75% effectiveness, but a novice smuggler gets a 25% bonus and a master smuggler gets another 25% bonus on top of novice?
I don't think it would be fair to let just anyone open these, but they are essentially smuggler only loot as it stands, so smugglers might want to quit whining about their profession being constantly nerfed, when in reality they have the only profession specific loot.
You're arguement might have had merit if Smugglers were able to slice MagSeal containers.
We can't.
The point isn't that smugglers want exclusive access to "phat loot" - it's that Smugglers want exclusive access to Smuggler skills, I'd say exclusive access to Smuggler content too, but well, they need to add some first
3D4D wrote:
Also... would it kill you guys to give us even a little crumb of information on the Space Expansion? I hope you realize that some people (including myself) are only continuing to play this game in the hopes that the space expansion will be worth the wait.
C_SKYWALKER wrote:"I feel like there's more of an Imperial Crackdown in LAX than I do in SWG, which is in the midst of a crackdown!"I travel from LAX to Austin EVERY week and had a nice chuckle at this comment! It is sooooo true!
That's too funny, I'm glad you've noticed it as well. I travel alot too and -- a couple times have found myself chuckling at the "Imperial Crackdown" I experience in my daily travels in the 'ol U.S. of A vs. the ones in SWG. Crack harder, Devs! Crack harder! Drive the contraband conversations truly underground.
Thanks for your consideration.
Vespya wrote:
I don't think it would be fair to let just anyone open these, but they are essentially smuggler only loot as it stands, so smugglers might want to quit whining about their profession being constantly nerfed, when in reality they have the only profession specific loot.
You're arguement might have had merit if Smugglers were able to slice MagSeal containers.
We can't.
The point isn't that smugglers want exclusive access to "phat loot" - it's that Smugglers want exclusive access to Smuggler skills, I'd say exclusive access to Smuggler content too, but well, they need to add some first
EXACTLY.
TH, instead of bringing up the idea of portable, non-smuggler MagSeal kits, you need to first look into why they don't work in the first place! ![]()
I got so excited when I brought my smuggler to a cave that had them - finally getting to see what's inside (I had imagined 1 unit of metal and 5cr, but it was the principle of the thing...), and nadda - you can't even open it.
It is not a smuggler skill, it's a no-one skill - mag seal containers in dungeons simply cannot be opened. If I am wrong, someone please correct me - butI don't think it's possible (kind of like the Aqualish Cave location badge on Talus)
.
AO
Vespya wrote:
You're arguement might have had merit if Smugglers were able to slice MagSeal containers.
I don't think it would be fair to let just anyone open these, but they are essentially smuggler only loot as it stands, so smugglers might want to quit whining about their profession being constantly nerfed, when in reality they have the only profession specific loot.
We can't.
The point isn't that smugglers want exclusive access to "phat loot" - it's that Smugglers want exclusive access to Smuggler skills, I'd say exclusive access to Smuggler content too, but well, they need to add some first
Helstrum wrote:
Ok, lets see what everyone thinks about this.
Give droid engineers the ability to build high level combat droids for the purpose of Faction Base defense.
Here's my logic.
Devs argue that adding high level combat droids to players right now gives too much power to players and creates balance problems.
We want high level combat droids in some form, and for our profession to be "required"
Turrets at faction bases are bugged to hell and back, and do not prevent anyone from raiding bases right now.
My idea is for us to create droid deeds that can be donated to faction bases (the same way as turrets and other defenses are). The faction base would then spawn our high level combat droids to protect the base. Sooner or later, these droids would be killed by raids, and this would provide more sales to Droid Engineers. For GCW players, it would add another dimension to how faction bases are defended and attacked.
So, what do you all think?
I love this idea. Have you taken it to the DE correspondent?