Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-15-04)

Stroikabot
Mon Mar 08, 2004 9:05 pm
#53

I posted this msg already in a Jedi Post......but this seems more appropriate (now I know this exists).


There should be greater customization for character look, and skills. There should be more skill branches...not necessarily more professions and titles, but you should be able to follow many skill trees further and create a truly unique character. That's one of my biggest issues. I scoot around Tatooine and see so many of the same people. And when I'm waiting for a shuttle, I always click 'Examine' on people. Is it just me or does every girl's face look the same? They all have kinda squinty eyes and the same cheek bone structure. I dunno....i don't think Lucas envisioned all Star Wars characters to be clones.



Stroika

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The Darkside: Dominating your destiny since 5000 B.B.Y.
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StPhil
Mon Mar 08, 2004 9:10 pm
#54






Thunderheart wrote:






johnautry613 wrote:

SOE currently has the change to the Jedi FSCS opening in the 'In Concept" area. The communication we had from you all in January would lead us to believe that the quest bassed system would be out in the upcomming publish.


Is the change to the FSCS in this publish (7) or in another future publish?


Thanks,


Lazurk



Future Publish. I'll let you know as soon as I can.






Bummer.


The announcement allowed me to stop holo grinding and enjoy the game again for a bit. That was fun, but now that my PA is almost totally left, there's not much left. And for some reason I read this to mean publish 7.


<<<It has been agreed that the development team should revamp the Jedi system.


This process is going to take some time, so it will happen in several phases. The first phase is to make some changes (where possible) to alleviate some short term discomfort with gameplay. The second phase will be to rebuild the Jedi system to be quest-oriented; and toinclude the familiar elements of Force Sensitivity, Jedi-oriented quests, as well as many other elements the developers and the community feel should make up the process of becoming a Jedi. (It should also be noted that players who have put in work towards becoming a Jedi will not lose their effort. Some sort of recognition of players' efforts will be included in the new system.)>>>



-Phal



-Phal (Froggie Power!)
Dracoblood
Mon Mar 08, 2004 9:38 pm
#55

The Image Designers have some great ideas, but I'm under the impression that the entire profession could use a slight "doubling" of value.

For starters, the Hairstyling and Facial columns need to be combined, and the Bodyform and Marking columns need to be combined.

Two additional columns should then be added: Botany and Arborist Studies. The Botany column should endow the Designer with the ability to work with Player cities and layout any floral arrangements they have knowledge of. The Arborist works in a similar manner, placing various trees.

The graphical database for both are extensive, with existing plants / trees only found on certain planets. It would be a valuable bonus to any player city to have the ability to place these where desired.


Profession: Designer


Floral Arrangements:
Level 1: Floral Arrangements +1
Level 2: Floral Arrangements +1
Level 3: Floral Arrangements +1
Level 4: Floral Arrangements +1

Arborist Management:
Level 1: Floral Management +1
Level 2: Floral Management +1
Level 3: Floral Management +1
Level 4: Floral Management +1


Hair and Face:
Level 1: Hair Styling +1
Face Forming +1
Level 2: Hair Styling +2
Face Forming +1
Level 3: Hair Styling +2
Face Forming +2
Level 4: Hair Styling +2
Face Forming +2


Bodyforms and Markings:
Level 1: Bodyforms +1
Markings +1
Level 2: Bodyforms +1
Markings +1
Level 3: Bodyforms +2
Markings +2
Level 4: Bodyforms +2
Markings +2


eznihm
Mon Mar 08, 2004 9:41 pm
#56






Penguin-X wrote:

We need a better group system for entertainers...


If the leader leaves or goes afk for the night and noone else gets leader... we need to be able to throw a mutiny








/leavegroup
Thane
Mon Mar 08, 2004 10:44 pm
#57

First of all, I'd like to say thank you to all involved in the creation and further management of this game, I say this not so you can read my post, but because I have never posted on this type of forum before, and I thought it was overdue. I have waited 20 years to play star wars like this, and now I can't get enough of it.


I have multiple suggestions so please bear with me.


Reguarding Themeparks: I know this has been mentioned, but I feel an emphisis is in order


1. Make them more in depth, 1 so it takes more than one day to do them (few hours for most) maybe even make them to where after you complete the current state themepark, you can go back, and each character sends you on a new mission with more dangers. Perhaps such to the extent of having to gather together a group for the mission, because it's too difficult to complete alone.


2. More themeparks, maybe having Admiral Ozzel, Page, Major Derlin, Captain Needa. Some of these known characters can be used in other themeparks. And place some of them in existing points of interrest such as the Imperial Prison on Dathomir.


Reguarding Housing and decorations


PLEASE make an addition to the radial menu for Altitude so that one might place something on a table without having to worry about there being stairs around to raise it with. Such as in a small house.


Reguarding the Space Expansion


I know, I know, how can I talk about something when it's in the making. Well I can't help but want to add my $0.02.


1. Please add Faction controlled planets, such as Hoth and Carida, so for an Imperial to appear overt on hoth, he has a major fight on his hands.


2. I'd also love to see such planets as Ord Mantel, Kashyyyk, and perhaps Kessel.


3. Make more inhabitable planets. so that some player cities may expand into larger cities.


4. I understand you are making more playable races, I'd like to vote for Sullustians, Devaronians, and Aqualish, maybe even Shistavanens. (for those of you less versed in Star Wars species this would be 1.Lando's copilot of the Falcon in ROTJ, 2. the Devil looking creature in the cantina in ANH, 3. the creature that didn't like Luke in the Cantina in ANH, 3. and the Wolfman creature in the cantina in ANH.


5. I feel Twi'lek's character attributes are wrong, and my basis is the book Champions of the Force, as well as the existance of Twi'leks in professions other than musical, such as Bib Fortuna. After reading about Tol Sivron in COTF it made mention that Twi'lek's abilities are to adapt to whatever profession/condition arises. This could be simply modified by allowing Twi'lek's the ability to gain +5 to specific attributes to any starting profession, instead of the current status. It would also make room for if we were to ever be able to play a Bith, to allow them the luxury to be able to take their proper role as a Musician enhanced species.


6. and Finally, I would like to see another profession. SPY. This would allow a lot of Roleplay, and realplay potential. A player would not have to be factioned with an opposing faction simply to spy on their enemies. And it might allow such things as Spy networks to be more profitable, as well as being more balanced. If a player had to spend skill points to spy, he might be more apt to either be a spy, or not be a spy, rather than selling out his neighbors to profit, or to keep his enemies away. Of course ever level of a spy would be able to spy on larger faction bases, and perhaps a Master spy could show as factioned to both his enemies, and his friends until he attacked. Of course there would have to be a way to "catch" the spies. But I'll leave that up to you as for if it involves Covert scanners or player, and nonplayer carried scanners. There could also be a slicing tree in this if felt needed, as well as perhaps a disguise tree, where a player could for a limited time, change his appearance, or even his name as it appears over his head (random of course) Maybe there could even be a tree for combat, such as the smuggler has only focused on the Rifle. Such as an assassin might have.


Here again is simply my Ideas, I hope everyone enjoyed them, and that the developers do also.


Thank you



Sith Happens

MohdriDarkstar
Mon Mar 08, 2004 10:53 pm
#58

On the upcoming combat pass:


Let's face it, in PvP amelee toon's job is and should be: 1.)EngageCH/DE pets, 2.)Engage other melee fighters, 3.) Be opportunistic with taking out any foolish ranged fighters that come too close, 4.) Die to ranged fighters if they aren't close enough to engage or near some cover, period. Enough said.


Do Rifleman own in PvP? Yes. We master Bounty Hunters don't fare too poorly, either, for all our complaining (could use slight bump to defenses, plus a few special fixes, like everyone else - that's about it). Commandos do decent damage, but the poor guys are regulated to melee ranges and that needs to change and there only decent weapon is the flamethrower, which is a shame. Pistoleers and Carbineers = BROKE, so please don't base your combat pass on fixing everyone to their level. They need to be fixed, though Carbineers have had some passes to fix their HAM and a couple specials, their role is still ill-defined. Enough said.


In my mind, Riflemen are the guys standing in the back controlling the crowd and picking targets of opportunity. Carbineers are the skirmishers/assaulters, running around to flank, and pistoleers are thescoundrels running the other way from battle or just hunkering down to take their lumps with the melee fighters... (well,pistolsare defensive weapons, after all! Pistoleers, I guess, should be as mobile or more mobile than carbineers, less damage + accuracy, but higher rate of fire?) Meleers are the guys at the epicenter of the battle, keeping the opponent's meleers at bay, taking out pets, and taking out ranged that come to close.


Oh, and in addition to Teras Kasi Artists, Fencers, Swordsmen, Riflemen, Combat Medics, and Bounty Hunters being able to target the MIND pool... so can Carbineers (scattershot.) I heard someone complaining about this earlier. Mind damage is fine like it is.


The biggest problem is making the different sets of "specials" between ALL combat elites somehow be distinct from one another.


Another HUGE problem in my mind is the lack of a "battlespace" in PvP. There needs to be much, much more crowd control in combat (AoE suppression thatactually slows movement significantlythroughout battle.) In a firefight, peopleshouldn't berunning around in a big orgiastic mob like we find in PvP here. Make accuracy modifiers, ranges, and movement modifiers MEAN something in combat (this goes for MELEE too! Beware, they are already very strong, it needs to be toned down a bit - not nerfed into oblivion, just toned down.)


And I can't WAIT until you fix the HAM system. Novice Medic shouldn't be a requirement for combat elites. All combat elites, both melee and ranged, should be free of having to have Novice Medic in order to solo (even buffs don't take this need away IMHO.) Wekill OURSELVES in the current combat system, which is ridiculous. Even when grouped, CMs can't get to us all the time, and Mind is still our Achilles' Heel inthe current HAM system. Please fix, and fix soon!
Masen
Tue Mar 09, 2004 12:06 am
#59

Ok...Easy fix for XP spam, I used it for months and months, and now you can too! lol Always wanted to say that. Anyhow...



Make a second chat window. Put it side by side with your main chat window (will have to shrink them both probably.)


In the second chat window, modify tab. Add in combat, system message. nothing else. In the main window, remove combat and system messages. Problem solved.





No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
Axorpius_Rende
Tue Mar 09, 2004 12:44 am
#60


This is more of a question, and seeing as I cannot find anywhere else to place it : it's going here.


On my SWG Adventure manual, there is a planet that i'm [almost] sure isn't in our Corellian Galaxy. The planets name is IRIDONIA, and I have yet to see this planet on a galactic map. I'm wondering why it's on the book if it's not in the game; if it will ever be introduced into the game [unless ofcourse i'm stupid, and it's been there all along. :\ ]


Also, if i've overlooked something, and it is an actual planet, where is it?



Axiomous Rende

4-4-4-4 Noobology
J2xC
Tue Mar 09, 2004 5:12 am
#61






Thunderheart wrote:



Nerj wrote:

1) Thanks for getting Carbineer specials fixed.


2) With all of the new dungeons I have noticed that there are no carbine weapons or schematics. In addition, we have the smallest range of weapon types Acid, Heat, and Energy (Which alot of MOBS have high resists to). Why?


3) What utillity are in the works (we know about the entertainer's droid, what else is there?)





1) You're welcome


2) I dont know, but Im pretty sure this will be addressed in the weapons portion of the Combat Balance. The resists are in there to make them tough.


3) Hot issue. We posted a list in "Droids: Where we are and where we're going" I dont know what stage everything is done yet so Im not sure what has been completed.








I think what nerj is trying to say, "Why do riflemen, who already have the best weapons, get 2 new weapons in the last two publishes, while carbineers just got the crappy nym carbine(which is only good for grinding your way up to carbines III for the laser carbine, and with the cert for the nym being moved, will be totally useless now)"



Kyris Iwo - Swordsman extraordinaire
Xabbu Iwo - Retired MBH, Master Chef
Wepps
Tue Mar 09, 2004 5:28 am
#62


Saving the Economy



One of the drawbacks of the recent Holocron craze is a sizeable thinning-out of the Artisan population in favor of FS slots. Over the past 3 months, the base population of high quality crafters, for many reasons, dropped their hammers, and took up the cry to refill the Jedi Academies. Our economy is collapsing.


The result of this is the terrible lack of quality weapons and armor, and other products, on any server, but in some cases there are simply no good crafters left at all.


So, what do we do about this? One of the central pillars of this game is the player-based economy. However, crafting is terribly boring. In other games, often enough you can be both a crafter and a fighter, of whatever variety. This allows a compensation for these rather boring aspects of the Artisan type professions.


A person will be fighting, and decide to improve their Artisan skills. Or will be crafting droids, and get tired of that, and go out and hunt.


To this end, I recommend the following:


All Artisan experienceshould bechanged to be skill-point free.


Now, anybody, regardless of their skill point expenditures, can attain an elite artisanship. This gives people the freedom to craft *OR* hunt if they see fit, without having to switch servers.


It will generate much more interest in the Artisan-type professions, refilling the economic desert with interested players rather than those only passing through on the way to a Jedi diploma.


On the other hand, an Artisan can now (when they get bored) go hunting, and not have to worry about the fact that they spent all their skills on Master DE/ Master Merchant.


Secondly:


Rather than reduce resources, enhance them.


We really should listen to the community on this one. Given the state of the economy, this is definitely not the time to be making negative changes to it.


Given the first change, the second would be required.




Any other Artisans have anything to add to this?



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

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


FalgornLightfoot
Tue Mar 09, 2004 5:49 am
#63

Just Read that the Nym slug-thrower carbine schematic is getting moved to novice carbiner?


Does this meant that Bounty Hunters cant use it anymore?



Falgorn Lightfoot --Master of Pistols-- --Master Jedi Slayer-- --Master Bounty Hunter--
Consul667
Tue Mar 09, 2004 6:02 am
#64

Here's a novel idea. Before adding anything new or uneccesary fixes. Maybe you should actually fix the bugs that are already there.

Fix pikemen, smugglers and all other broken professions.

Leave the Force Sensitive Slot alone, it's f#cked beyond repair anyway. Anything you do will just anger more people. You turned it into a grind fest and that's what it should remain.

Make the resources actually switch consistantly so there aren't massive shortages of needed materials (I'm on Bloodfin and ~two months without Dolovite Iron hurt all docs/pve/pvp players). Maybe just vary the quality instead of the resource itself.

Don't put pub 7 in the backpack and experimetation change is beyond all sense of idiocy. So what if weapons are too powerful. Maybe then you add new areas where the mobs are beefed up and you leave the original content alone. Especially if it works.

Since this is a supposed dicussion. Don't stop discussing after a few hours and just leave the post for the rest of the week.

And again don't add new ideas/fixes until the bugs are 95% gone on existing problems.
LordDemetri
Tue Mar 09, 2004 6:06 am
#65

* posted in the last thread about Dual pistols..but just posts again for the Sake of being heard or over looked, in either case. TADA! posted again.*
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