Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-15-04)
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.)>>>
Profession: Designer
Level 1: Floral Arrangements +1
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Arborist Management:
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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
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.)
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.
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.
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.
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.