Development Cycle Archive

Thread: In-Concept Open Discussion (6-7-04)

omadnay
Tue Jun 01, 2004 1:22 pm
#53


Do not implement the change on the second slot characters upon unlocking.


Since the idea was presented to the public, many people (yes the players are people) expressed how unacceptable of a change it is to make the second slot character Non-Force Sensitive. (At the very least give the player the option of main character FS or New Character FS)


There is no way it is right to make this change while so many people have been spending their time and money working (correctly) on the premise that once they unlocked, the new second slot character would be the FS toon.


To expect these people to be ok with not recieving thereward they have been so consumed with achieving, but instead recieving the option ofstarting their quest overfrom the very beginning or making their main characters the one that will now become FS is so unacceptable I cannot understand how it ever could have gotten this far.



If the new Jedi profession revamp does not fit that type of a second slot character system, then scratch that revamp and make one that does fit it.

It is that important.


We deserve direct response to this issue.

We deserve more than that.

We deserve a system that will not injure these people's efforts so greatly.


I always considered myself a "lifer" in this game.

The next few weeks may alter that.


- Omadda Szool

NarfleTheGarthog
Tue Jun 01, 2004 2:20 pm
#54

Just a couple thoughts.....

1.One thing that I find to be naggingly annoying is the current crafting system. Could you work on a way to make Schematic selection via command line a little easier to use? Maybe assign all Schems in the game a permanent Hex value so that Crafters can Hot key the ones they use the most?


2. Another point of grief is the crafting tools open all catergory treesby default, causing a multi profession crafter to have multiple pages to scroll through everytime they need to opena tool. It can get rather cumbersome.


3. Having the schematic list have a single click load would be nice as well. instead of the current double click.


4. Is it possibile to alter the item storage limit in houses? Maybe add a secont type of unit called Furniture storage that is seperate from other Items? I have a Med Naboo and after adding my crafting stations, factory crates, Lights and resources, I have no space left for furniture. It would be nice to have 15 to 20 furniture only slots, with the rest bieng for items and furniture. That way If you want to only decorate you can. But if you don't you aren't out any space from where we are now.


5. I always liked the blue Glowies. I know it's a little late but it would have been nice If there was a 2-3 hour time period aftera Jedi "Died" that he would only be able to play in this form. Then after he would re-clone as normal. It would have a nice cannon RP aspect to it.



Explorer.exe allows me to delete my profile directory or copy files into my SWG directory. It is software made by Microsoft not SOE and is therefore 3rd party. By this reasoning, running explorer.exe while playing SWG is against the EULA. But since you can't run windows without it, running windows is against the EULA. Oh Wait, you can't run SWG without windows therefore running SWG is against the EULA.

Geneticus - Jedi Retard
SniperCox
Tue Jun 01, 2004 2:23 pm
#55

Thunderheart you've heard my idea before at E3 when Veela and I were hanging out at the JTL booth. I think the Concealment ability should coverriflemen in PvP. Riflemen should be able to go and conceal himself in a position to where he cannot be seen by people or on radar. Now everyone is thinking Riflemen can't be invisible that would be to unbalanced. The Rifleman will not be invisible though. He just cannot be seen unless the enemy is 32m or closer to him. Even turning up you viewing distace should not allow you to see him. He should be "rendered" invisible due to his concealed state but being within that 32m range will allow him to be seen.Although as soon as they hit they're enemy they're position is blown and they will be sighted. It would add a difficulty of being able to create traps for your enemy and if they do not attack the concealed rifleman after his cover has been blownfor about 10-20 secondsthen the riflemen shouldresume thecovered state. I think that would be balanced and be an effective way to create traps and think more in PvP then just spam strafeshot2.



SniperWolf-Jedi Elder

nnnnnnnnWX9ggggggggggggggggggggggggggg)

(ggggggggggggggggggggggggggg:WXnnnnnnnn

Kurayami Ashigaru- Officer

Reactivated and Ready for Action


SCMerling
Tue Jun 01, 2004 3:33 pm
#56

I know the developers look at these forums, so tell me why did you make it whereonly Humanscan get to surface marshal, and when another species reach'sthe highest rank they can (colonel), we still cant use Bombardment or rally troops?
ArkonPhoenix
Tue Jun 01, 2004 4:44 pm
#57

Here's a concept for you,



FIRE Lithium Technologies as your web developing technology and get someone else's software like oracle (not that I am personally recommend them) so passwords will SAVE. I believe this will most definitely cheer up your customers.





I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Squidwalker
Tue Jun 01, 2004 4:53 pm
#58






zeux wrote:

Here goes nothing.......



1. Since when did a smuggler be imperial? Imps have atst as a perk. what do rebs get?


2. Spamming (especially around coronet) should be limited to 2 per minute or you get a tef. (please, please make this happen).


3. Dont bring in battlefields, just bring in hoth as a pvp only visitable world.


4. Sort out professions so that there is more of a starwars feel. i.e farmers, miners. remove combat medics and swordytype fighters.


5. Give the imperials Storm trooper armour. Tougher, but slows ranged weapon speed. Give Rebels Light padded armour, less encumberance, more ranged accuracy. That way pvp is more recognisable. Identity is everything.


6. Remove combat medic poison/disease, it isnt starwars.






Zeux? Is that you? Are you the same Zeux that was on Bria long ago, part of RoB? If so, Heya bro. If not, umm hi, sorry to intrude.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Sahnd
Tue Jun 01, 2004 4:56 pm
#59

I recently tried out a helper droid. It was for medic, a skill tree with which I'd already played. It has good information for starters to that profession.

I would like to see a helper droid available for elite professions, too. you could get this droid optionally from your trainer. I know when I start a new profession, I always have to ask "How does this work?" or I come to the forums to read a FAQ in a profession forum. By making these available, it would allow you to stay in game and learn how to use your new skills. By making them optional, you don't annoy the experienced players in a profession.

---Stootee
MariketheWookiee
Tue Jun 01, 2004 5:04 pm
#60






Sahnd wrote:
I recently tried out a helper droid. It was for medic, a skill tree with which I'd already played. It has good information for starters to that profession.

I would like to see a helper droid available for elite professions, too. you could get this droid optionally from your trainer. I know when I start a new profession, I always have to ask "How does this work?" or I come to the forums to read a FAQ in a profession forum. By making these available, it would allow you to stay in game and learn how to use your new skills. By making them optional, you don't annoy the experienced players in a profession.

---Stootee





bah.. i found it a pesk and deleted it imediatly... prefer getting what others can tell me, they know more of how the profesion works, and have little tips that are better....



Marike - Starsider
Minister of the Hunts - Cotw

eyeprod
Tue Jun 01, 2004 5:31 pm
#61

NPC IDEAS


i'd really like to see more static npc spawn areas that make sense. like in and around valarian's cantina, there should be at least 10 valarian npc's of varying level to take on. same with jabba's palace. it should be full of tough npc's, even aggro ones. there are several places that could use some of this treatment.


I would also like to see a greater variety of interesting faction specific loot. items are more collectible this way. a great example is the corsec loot. pretty rare,and has some value. aa'kuans have great loot too, but i think every npc faction should have at least 1 or 2 titled loot items.



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

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[[[[|]]]] MANDRAGORE.kauri---------------------------------[[[[|]]]] KEENWA.starsider-------------------------


SpawnLOD
Tue Jun 01, 2004 5:41 pm
#62



LOOT!!!!


Make it accually interesting!!! And some MOBs should ALWAYS drop loot! When you spend 30 min to a hour killing a Giant Canyon Krayt or a 360k HAM Night Sister Elder and get the message. * You find nothing on the corpse* I WANT TO PUNCH THE SCREEN!


Also I do understand you dont want to take away from the crafters of the game, so make things that we can loot,to sell to the crafters more available. Like Blaster barrels and sword cores and vibro motors. At least it would put a new market into the game for crafters to accually want to look for and buy them. Its very limited on those types of items.


And does anyone accually sell that broken crap they get to the junk dealers? Its totally usless to even bother having in the game.


In summary.....


LOOT!!!!!!!







_________________________________________________________

Oblivion - LVL 90 Elder Jedi (Pre Pub 9 Jedi)
Grebacca - LVL 90 Elder Commando
Farim - LVL 87 Elder Bounty Hunter
Dark-Stalker - Elder Armorsmith/Weaponsmith

rYsyn
Tue Jun 01, 2004 6:14 pm
#63






ArkonPhoenix wrote:

Here's a concept for you,


FIRE Lithium Technologies as your web developing technology and get someone else's software like oracle (not that I am personally recommend them) so passwords will SAVE. I believe this will most definitely cheer up your customers.







What would be the joy in that? There is no better reminder of a game riddled with bugs then trying to post on a Web Site that has more bugs then the game!


I try and type a simple message with Numbering and Bullets and have to spent the next hours trying to find the HTML error and don't even think about typing anything out in MS Word and pasting it in.




So, fixing the web site would be cool, but I think fixing the Bounty Hunter / Jedi mission bugs should take a higher priority.





Rysin Lexicon - Bounty Hunter


* Cancealed due to the NGE *


Concept for an SWG II


RedSarin
Tue Jun 01, 2004 6:21 pm
#64



THIS IS A LONG ONE!


Hi people...During the past week i've been asking some of the guys i know in my galaxy and some that i don't know "WHY DO PEOPLE STOP PLAYING THE GAME?" and i was concerned...

The main reason i got was "BECAUSE IS GETTING BORING", well, if i get into details most people stop playing because they see no reason of being, some say is time consuming, other say PvP is not good at all. I know is important to bring new costumers to the game, but most important is to keep them. I have been thinking of an idea togather with other friends to make the game much more interesting.


The player cities togather with the Expansion open up a new way of playing the game. We though making cities "Safe Grounds", meaning in cities there will be no open PvP combat (only dueling), simulating the security in the city. And outside the cities and other spots like The Waren, Death Watch Bunker, Genosian Bunker, etc... PvP will be totally open, considering you will not be able to attack people in the same faction, guild or group.

I know this will bring a lot of problems...we bumped into a few and planned a hypotetical solution, but by most of it...think about it, its good.


Advantages:

-Most of the millionare people in SWG are artisans, which is obvious, and most of them do their crafting in cities, but for them to go out to harvest or whatever they will need to hire security escorts or bodyguards, making combat profesions really pay up and economically speaking, credit flow will be much better for combat people.

(and for those poeple that think crafters shouldn't be bothered, guys...even in real life working people get mugged, this is a game!)

-PvP looting system will work much better, bring oportunities like black markets, pirates,gangs, etc... (we thought looted will be limited to couple of items, and looted items will be decayed by 50% making them cheaper)so now insurance will also be really good.(and advatage for crafters, if my gun gets looted i will need a new one so i will need to buy from you

-Guilds and groups will now be really good, we thought of a TEF system for people who attack oeople in the same guild and/or group to get a TEF so he/she can get attacked by the entire group. We also thought convenient that after you disband a group, the group members will not be able to attack each other for 30 min, giving enough time to get to a Safe spot, or in case of body guard duty, not get mugged by your own bodyguards.

-Profesions will now not only be for grinding and getting your Jedi, but you will also put in use your skills and abilities to protect and serve or to be a master mind criminal!


Disadvantages:

-New players will need to get storng, and will need xps...(we thought of leaving an entire planet as a safe spot, maybe corellia, because of its location and diversity of creatures giving away xps)

-BioE might give a hard time with DNA sampling.(we thought creature handlers should be able to capture creatures for BE dna sampling)


Well, a lot of problems may come up with this idea, but as i said its just an idea, my main concern is people leaving the game because they have mastered 32 profesions and this makes the game pointless, and boring.
Apollo336
Tue Jun 01, 2004 6:27 pm
#65

that forces pvp on ppl redsarin... u can say good bye to most crafters then /shrug



Erruk - Bria
Resource salesman
Vendor at 1164, 6131 on naboo (just outside of cdeli city)
I have some 2/unit resources
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