Development Cycle Archive

Thread: SWG Changes Part 3: GCW Occupation System

Arg0nus
Wed Feb 09, 2005 8:19 am
#547






Earymi wrote:





SOETyrant wrote:


Jeez people, we are not eliminating a Civilian/Neutral/Crafting lifestyle. But the GCW will affect the environment.


When we add things to one aspect of the game or another, we are not "squeezing" out everyone else. Opting-out to me means notengaging in the GCW combat. I sincerely doubt everyone will leave the crafts because combat and the GCW gets more interesting.







Jeez Tyrant...


As crafters, we were assured that there would be a way for non-combat professions to PARTICIPATE in the GCW, to feel a part of the star wars world and have an immersive experience. I'd love for you to explain to me how that happens as a "neutral/civilian".


The message is clear -- be a fighter, or opt out of the whole Star Wars universe/struggle. And I have to say that I resent the hell out of that message. The only option my crafting character will have is to resign from the rebel faction. How is that not being "squeezed" out?






Glad to see that someone else has the same concerns I do for the status of Crafters/Entertainers in this.




Bored of the Grinding. Taking a break for an unspecified period of time.
DJ_Chief
Wed Feb 09, 2005 8:19 am
#548

Wow, I can't wait to see this on live



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VoweDarkwave
Wed Feb 09, 2005 8:19 am
#549






Glzmo wrote:





Calandryll_SOE wrote:





Calandryll_SOE wrote:





Ko-aIri wrote:
Mr. Hanna,

Since you're monitoring this thread at the moment, I was wondering if possibly you could comment on this item related to what you just posted:

Back before Publish 9, Jedi had a limited, random ability to avoid a crackdown scan based on how advanced they were. Once they hit Padawan in the old system, a scan was basically guaranteed to be avoided with an automatic mind trick.

Jedi avoiding the scan, part 1
Jedi avoiding the scan, part 2

Those screenshots are my Jedi, then an Initiate, doing the auto-mind trick. It was one of the coolest things for immersion that happened in all my gaming experience.

Since publish 9, Jedi lost this ability. With the advent of these new GCW changes, there has never been a more compelling time to ask for this ability to return.

Perhaps either a Jedi could automatically do it (like the old system) based on how many skill points are invested in Jedi skills (i.e. a % chance to avoid a scan)... OR the useless Master Force Powers skill "Jedi Mind Trick" could be modified to be a shield or reactionary ability that would enable a Jedi to avoid the scans.

This would be immersive, true to the movies, and a way for Jedi to stay clandestine while traveling.

I thank you for your time and I eagerly await any comment you have. Thank you!





We are looking into this.




GreenMarine fixed this. Should be in the same publish as the GCW changes assumingthe fixpasses QA.



Thank you, Calandryll, for the information and special thanks to GreenMarine for bringinganotherlong-lostpieceimmersion and roleplaying-feeling back to SWG






I second that, this is a great piece of Star Wars that will be wonderful to see in the game. It's one of the first glimpses we have of just how powerful the Force is, when Obi-Wan does the mind trick on that stormtrooper in Mos Eisley. It gets him and Luke out of a tight spot, and having this in the game will most definitely increase the Star Wars feel for everyone playing a Jedi.


Thanks GreenMarine and Cal!


Also, quick sidenote, in the above pic (part 2) the stormtrooper does /emote I don't need to see his identification. That ends up appearing as "GK-402 I don't need to see his identification." Maybe take the /emote out, and change it to a /think?


So, it'd be /think I don't need to see his identification. /say Move along, move along.


That way, GK-402 would think, "I don't need to see his identification." and then say "Move along, move along."


Might improve the immersion ever so slightly.


Thanks again.





Warryyr - Starsider - Elder Musician Jedi
Warryyr - Gorath - Master Entertainer
Vowe Darkwave - Starsider - Elder Jedi

Arg0nus
Wed Feb 09, 2005 8:21 am
#550






Celgorn wrote:


Imperial soldier first, weilder of the dark side second, they can't have their own agenda in this game as it's not possible for them to go overt and decide to kill their own forces on a whim. If they could then I suppose it'd be fair lol, otherwise that's not acceptable.





Hmmm


I think that would be cool.


A DJK just on a whim, decides to start attacking LT. Smackers of the Imperial Army just because he felt like it. Now that REALLY sounds like a Dark Jedi.





Bored of the Grinding. Taking a break for an unspecified period of time.
Hylidex
Wed Feb 09, 2005 8:25 am
#551






JerethBane wrote:

Hylidex wrote:


"Currently most crafting professions require considerably more SP investment than most combat professions. For example, the actual cost of being a bio-engineer is 135 SP with no vendor. Wanting a machine-type vendor takes 24 more SP. (While a character builder may show BE as requiring 121 SP, it is impossible at present to be a fully practicing MBE without at least Exploration IV). By comparison, a master pistoleer requires 92 SP."


While I see your grater point, I would liek to let you knwo that some combat professions are in the exact same boat you are.


Sure, Master pistoleer takes 92 sp, but to be an -effective- pistoleer you need to invest sp into Smuggler, Bounty Hunter and/or Commando (as many, if not more SP than you would need even for Bio-Engineer)


Why don't you go pick on another combat prof, like Rifleman






I'm not a master pistoleer. I'm a master bioengineer with some pistoleer skills. The reason I chose pistoleer is that it is one profession that gives me some chance of defending myself against creatures I am sampling at the range I need to work in as a bio-engineer, without having to master and without draining my mind.


But you are supporting my original point. Stacking combat professions is the only way to survive in the current system, and that is just not possible for most people with primary crafting masteries. Among the people I play with, I'm one of the few master crafters who does not have a combat alt. Combat and crafting are very hard to combine in the present system. Certain crafting professions make it more possible than others. Additionally, even as a 4040 pistoleer, I make quite a bit more money on combat-related activities (lair payouts, harvesting meat, loot) than I do from my crafting profession. That particular inequity has been helped a lot by the solo group nerf. I had a TKM friend who was earning a million an hour doing solo missions back then. I do well if I earn a million in a month from being a bio-engineer.


I joined the GCW a year ago mainly because I needed to do so in order to access most of the quests and stories in the game. I chose the rebel side for the simple reason that my best in-game friends were rebels. Theed was already my home, but the Imperial presence there was not a problem as long as I was covert. At the time, I had no idea that it made one susceptible to PvP. I thought it was a faction just like all the other NPC factions. It came as a real shock the day my swoop was destroyed by a shot from a player's lightning cannon because I had become tefed. He hit me with his next shot while I was still trying to figure out what destroyed my swoop.


I became force-sensitive because I really wanted to unlock a second character. I can't afford an alt at this time, and this seemed to be a good alternative. This too required faction alignment.


When the Imperial crackdown came, I had a bit of frustration about being made completely overt, since even if I ran and survived to find a recruiter, I was unable to play for an hour of my limited game time. Most of the time, I'd just be ganked by an overt combatant camping the crackdown spawns, looking for weak combatants like me who happened to get scanned.


As the crackdown kept increasing, I found I was dying frequently. At one time, it was up to three times a week. It was really hard to keep armor intact.


Now Imperial crafters will be allowed to experience the same.


The choices are limited:

1. Go neutral--This would be locking out a sizable portion of the game and giving up the little bit of rank I have earned over the past year. Some people will choose this, no doubt, but since so much developer attention is being concentrated on making the GCW fun and exciting, it really seems a shame that this would be the result.


2. Move from a crafting profession to a combat profession. I've known several people who have done this. Again, it is a viable option. However, if everyone does this, it creates the exaggerated endpoint I mentioned in my previous message. No crafters in the game means everything we obtain would be system produced. This option is one I have seriously considered.


3. Accept the frequent deaths, game play delays,and item decay. This is actually the choice I have made up to this point. It's a nuisance, and it is costly, but since some of the other costly nuisances have been removed from the game (such as long starport waits), it is something I can live with for now.


Again, however, I want to emphasize that I DO like the changes. I think they might revive the GCW overall, making it much more fun than it is now. I'm just hoping that at some point a balance might arise between combat and crafting professions. This balance could take many forms. One might be to separate combat and noncombat SP, allowing everyone access to both profession styles, and preventing anyone from stacking either type of profession to the extreme. It is probably not the best suggestion, but it is one of many possibilities. My goal in responding was not to bring about any specific changes, or even to discount the current change, but to say that the crafters who have posted do have a valid point.



Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
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Guamarhea
Wed Feb 09, 2005 8:28 am
#552

This sounds like another round of great changes from SOE!


I have one HUGE request regarding the quote below:





Calandryll_SOE wrote:





City Patrols & Scans
...The neutral police forces are loyal to the faction that controls the planet and some will conduct scans of passers by. The police will be searching for contraband such as illegal spices and sliced weapons (regardless of faction) or enemyfaction players (Rebel or Imperial)and will fine or attack as appropriate. Running away from a scan will continue to have the same effects (loss of faction). High ranking members of factional armies will be safe from scans if their faction controls that planet...


Cantina Crackdowns
...Officers from the controlling faction will occasionally check cantina patrons. While the Rebellion stands for personal liberty, they also understand that security is important during a time of war. Scans conducted by agents of the Rebellion will be done with the highest order of respect for the rights of those scanned. It is important to remember, though, that spices & sliced weapons are as illegal in Rebel controlled territory as they are in the Empire...





Based on those two paragraphs, it would appear that the Smuggler Professionfinally is starting to see some of the laws and strong penalties that will ultimately be needed to make Smuggler a viable profession instead of simply a Weapon- or Armorsmith'sassistant.


PLEASE continue to develop this line of content! You are laying a great framework here not only for the GCW overhaul but for the long-awaited Smuggler Revamp as well. With the changes you are detailing here, it shouldn't be too hard expand on this to finally give the Smugglers not only the ability but a reason to smuggle goods for other players as well as NPC's!


GREAT job SOE! Keep the changes and upgrades coming!




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Warryyr
Wed Feb 09, 2005 8:33 am
#553






Arg0nus wrote:





Earymi wrote:





SOETyrant wrote:


Jeez people, we are not eliminating a Civilian/Neutral/Crafting lifestyle. But the GCW will affect the environment.


When we add things to one aspect of the game or another, we are not "squeezing" out everyone else. Opting-out to me means notengaging in the GCW combat. I sincerely doubt everyone will leave the crafts because combat and the GCW gets more interesting.







Jeez Tyrant...


As crafters, we were assured that there would be a way for non-combat professions to PARTICIPATE in the GCW, to feel a part of the star wars world and have an immersive experience. I'd love for you to explain to me how that happens as a "neutral/civilian".


The message is clear -- be a fighter, or opt out of the whole Star Wars universe/struggle. And I have to say that I resent the hell out of that message. The only option my crafting character will have is to resign from the rebel faction. How is that not being "squeezed" out?






Glad to see that someone else has the same concerns I do for the status of Crafters/Entertainers in this.






I definitely have the same concerns. Initially I was just concerned with the scan teams and how that would work. Turns out we won't be attacked, we'll just get fined 1,000's of credits while justtrying to play some tunes inside of a cantina in Coronet or in Theed. Not a lot of fun, but better than getting killed left and right I guess.


For everyone who says that non-combat players should NOT be factioned, I say you're not interested in making this game what it should be - a GCW for all. Those of you who say to drop faction are only hurting the GCW. The GCW needs MORE factioned players, not less. I think it's very sad to see so many of you telling people to get OUT of the GCW. What game are you PLAYING, people?

Message Edited by Warryyr on 02-09-2005 07:44 AM

Warryyr
Wed Feb 09, 2005 8:43 am
#554







SOETyrant wrote:





Hylidex wrote:





Ruh wrote:


I don't mean to come off harsh with this, but if you are not a combatant, dont join the war. I cant remember all of the changes but isnt there the civilian status you can go to, where you wont have to worry about rebel or imperials "ganking" you since you wont get set "overt" (or PvE Combatant I believe) to the npcs.


But my main response to your complain is...if you cant fight in the war, don't join it.







Hmmm. There are two messages that are clear in this thread:


1. "This is war. Pick a side or opt out."--Gordon Walton


2. "If you are not a combatant, don't join the war."


Put together, this means there is really no place left for primary crafters in the game. Most of the game content is becoming more and more exclusive to people who have joined a faction. Without faction alignment, you lose out on the majority of game content.


Currently most crafting professions require considerably more SP investment than most combat professions. For example, the actual cost of being a bio-engineer is 135 SP with no vendor. Wanting a machine-type vendor takes 24 more SP. (While a character builder may show BE as requiring 121 SP, it is impossible at present to be a fully practicing MBE without at least Exploration IV). By comparison, a master pistoleer requires 92 SP.


In current practice, combat-stacked professions are far, far more powerful than a typical crafter. Since the occupation forces are geared to take on the combat-stacked players, typical crafters get killed on a regular basis. While sliced armor and weapons may help a crafter survive such an attack, they also increase the probability of being scanned in the first place. Up until now, it has been only rebel crafters. Now it looks as if it will be both factions.


Honestly, I like the changes that are coming about. However, at some point it will be necessary to look at crafters' roles in the game, as they are steadily being squeezed out of more and more content. The real result of this will be more and more crafters turning to combat professions instead.


This affects all of us. If there are no weaponsmiths, then there will be only looted weapons. If there are no merchants, then there will be only the bazaar.


I'm sure there are many viable solutions to this issue. I just don't believe "if you want to be a crafter, don't join the war" is one of them, especially in light of Mr. Walton's statement.






Jeez people, we are not eliminating a Civilian/Neutral/Crafting lifestyle. But the GCW will affect the environment.


When we add things to one aspect of the game or another, we are not "squeezing" out everyone else. Opting-out to me means notengaging in the GCW combat. I sincerely doubt everyone will leave the crafts because combat and the GCW gets more interesting.







I think you failed to understand the good point being made above.


The problem isn't that "everyone will leave the crafts because combat and the GCW gets more interesting."


The problem is that people who are crafters won't be able to participate in the GCW.


Sure, the GCW is more interesting for those players who can wield weapons, but you don't seem to understand that crafters or Entertainers will not have fun getting attacked with no means of defending themselves - therefore NOT joining a faction, or dropping a faction.


People will NOT leave crafting professions, that is true. But, that is NOT the point being made above. People WILL leave factions, because the GCW as is being laid out for us does not involve them in any way at all, though they SUPPLY those people who participate in it.


Basically, admit that crafters and Entertainers have no place in this new GCW system. After admitting that, please reassure us that eventually we WILL be included in the GCW, in a fun and interactive way. I certainly hope this is an aspect of the upcoming GCW revamp.


Frankly, I am very, VERY nervous that your above statement implies that you can't fathom why crafters would want to take part in the GCW. Your statement above implies "we're not squeezing crafters out of content, we're improving the GCW for combat people!"


What I am afraid of is that, to you, GCW = combat professions. Crafters aren't being squeezed out of content to you, because the GCW isn't for crafters - so ummm.....where IS the part where crafters and Entertainers are part of the GCW? Because all I'm seeing in this new system is how easily it will be for crafters and Entertainers who are factioned to DIE a lot. Are crafters and Entertainers now cannon fodder for the players who this new system is geared towards? That's no fun.


Thanks, Mr. Walton!

Message Edited by Warryyr on 02-09-2005 07:52 AM

Xey
Wed Feb 09, 2005 8:45 am
#555

What effect will having taken the persuasion line have on me as an Imperial Jedi who gets scanned. I would expect that I could use the force and tell them to go about their business.





Unlocked Jedi November 16th 2003
Dark Jedi Guardian

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RoNinC3
Wed Feb 09, 2005 9:03 am
#556






FantasticPlastic wrote:
It sounds good, except who goes to cities on Naboo besides Theed? I mean, who honestly spends time in Keren or Kaadara or whatever? Perhaps people might go to Eisley on Tatooine but really, I wish this affected the major cities like Theed and Coronet because that's where most players actually go.

O.






Well for a start Kaadara is where virualyevery BH go to get his high end missions, Espa is where the RP mainly are reckon this will be great for them.But yea I suppose it would be kinda wierd if a planet ends ups with every city being under a faction control except one but hey I am more than glad with what they are giving us .


Would be cool if this could off effected player city's too though......ppl of the opposing faction that controled the planet would really feel like they were in enemy territory to be forced to hang enemy banners on thier buildings











It's not what you do but how you do it
EEEmperor
Wed Feb 09, 2005 9:23 am
#557

Tell me if I'm wrong here:


Rebel Jedi get scanned and then the "elimination squad" comes after them ONLY in Imperial Occupied Cities.


Imperial Jedi get scanned and then the "elimination squad" comes after them in ANYCity.


Movie or no movie this will cause an imbalance.....period...and then the side that is more heavily populated will complain they have no one to fight. Honestlywhy would you want to go Imperial at this point? Please this is not rocket science. And my second question...why "punish" imperial jedi?



This is completely absurd.


Think again SOE....more IMBALANCE is not what we need.




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TheStarWarsKid
Wed Feb 09, 2005 9:26 am
#558

Wow, this is amazing! I cannot wait for this to go live! Thisis one of the coolest things I've seen in SWG!



Itharr
Master Rifleman, Master Pistoleer, Alliance Ace Pilot
Ajihad Garrow
Master Architect, Master Artisan

Karquile
Wed Feb 09, 2005 9:26 am
#559

I like what Warryyr said. And let me add - this thread is presumably so we can THINK about these changes, not just collect W00T's for them. (nice though that is)


It doesn't do any good to say "Ignore the naysayers!!!" because the side effects that some of us are extrapolating will happen whether we talk about them or not. Crafters will go neutral rather than die in Starports. Invasion forces will sneak in as Civilians. Arrays of junk bases will appear at -8000,-8000. Servers will "churn" GCW dominance so they can faction-farm the holdover troopers. And so forth.


I think it's great that the new Devs are going for new content. I just think I have a responsibility as a veteran player and tester to point out that if you do X, then Y will probably happen.
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