Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)
On the rarity of pets, I don't mind the rarity of the pets, my complaint is that there are only a limited choice of rare pets. If our choices of pet would be increased that are rare (such as a merek harvester, queen arachnae, even maybe an ancient mamien, basically pets that equal or slightly better then BE so it won't effect them), there would be more diveristy of rare pets that a CH can own on the servers.
Also is there any plan on working on CH in PvP? Our specials while seem to work, have a huge delay because of the macros that needs to be used, along with the fact that some specials don't work on cmd at all on certain creatures.
Any news on when BH droids will actually WORK?
How about BH Jedi missions? Will those work anytime soon?
How about defense stacking? Will it go bye-bye? As a MBH, will I be able to actually hit someone sometime in the near future? Or will I get defenses to compensate?
And finally, should I drop BH and pick up something rewarding and fun? Or are you guys actually working on making us formidable, as we are in Star Wars lore?
Thank You!
from the stories i have heard... is it saposed to be fun for high ranking imperial players to not know that a melon they are carrying is considered contraband and, there for, loose all his rank and the melon? how exactly is not knowing the rules except to find out the hard way saposed to be fun?
Thunderheart wrote:
EvilDrider wrote:
Morning TH...
I think one of the major points to bring up is.. Contraband!
As a jedi andwith another characterwho uses lots of sliced armor and spices, is there any way we can get some clarification on what is or is not contraband.
I assume that Spices and all sliced items are illegal.. as they should be. However what else is?
Im not telling - - thats part of the fun of the game.
joey1342 wrote:
TH,
you have to serious sit and think about the jedi system...i mean hologrinding isnt fun but it makes jedi a real object to be earned...i honestly love this game, but see a bad thing aproaching. This is an era of rare rare RARE occurences of jedi...my server already has over 20 which is more than enough. If they are made more rare it will ruin the game all together. I do not want jedi to be common. This new system has to be as hard or harder than the one now. And yes...hologrinders should eb compensated but not have their slot handed to them. This is all coming from someone who has been hologrinding and wants jedi alot. But i want to earn it and not be a common sight. Keep it hard...dont listen to whiners...make it very very difficult...this is an era of few jedi...dont let whiners ruin the feel of this era for everyone...it should be hard to get jedi...i mean c'mon.
As far as taking out perma death...i dont like it at all...1 box is not enough. If your going to take it out my suggestion is this. MAke them have to reacha novice to save themselves...if someone is a padawon 4/2/4/2 and they get killed they should be padawon 0/0/0/0 now...if they are knight 2/3/1/4 and die...they should go to 0/0/0/0 that makes more sense to me. Its a middle ground and makes it so if you achieved jedi knight you dont go all the way back to padawon after dying...please consider this option...1 box is gonna make jedi not care about dying and go out anf gight all the time...and that is not logical for this era. Please re-think and take more time to do these changes...dont go so drastic and make people who love the idea of the era and the star wars spirit lose interest because of those who whine for jedi and when they get it will only move to whining for something else to cater for their needs.
thank you for your time to read this
I agree with everything you said. Excellent points all the way arround. Jedi are not supposed to be common or even somewhat common in this time period. They should be rare.
They also should not be able to advance by just going arround killing creatures for XP. What kind of Jedi training is that? "I just killed 4,9456,324 Pickets so now I know how to Force Choke someone, COOL!!!" Kinda stupid if you ask me. I do not know what kind of training that can be developed in game for this type of honor but I am sure somone (more imaginative than I or apparently the current "Powers that Be") can come up with a better way for Jedi training and advancement. Maybe the Jedi need to be put on hold and totally revamped. But how about fixing all the current more populated professions first Huh? Would be nice to fix all the problems before adding any more. But that's just my personal opinion.
In the very least, let Smugglers see what is contraband and what isn't. Those are the people who should KNOW what contraband is. That's their career. They are smugglers. If your smugglers don't know what contraband is, how do they know what to smuggle? Thoughts for the fire.
Surely we are entitled to this most basic, and yet most helpful, of things.
Getting pretty tired of CSRs telling me about "known issues" and having me log out for 20 minutes, amongst other things.
Thunderheart wrote:
EvilDrider wrote:
Morning TH...
I think one of the major points to bring up is.. Contraband!
As a jedi andwith another characterwho uses lots of sliced armor and spices, is there any way we can get some clarification on what is or is not contraband.
I assume that Spices and all sliced items are illegal.. as they should be. However what else is?
Im not telling - - thats part of the fun of the game.
I'll put up a bunch of test threads today. Contraband is not wheat. Its got nothing to do with wheat....
Its not one random item. Its a "dice roll". The system rolls to see who is scanned and then when you get scanned, it counts the number of contraband items you have and then has a "percent chance" to catch you.
B) What is up with the Imperial crackdown on test? People are upset thats its extremely weak(hardly a crackdown), and in fact, with teh contraband scanning, its more of a crackdown on Imperials.
We're tweaking it out. Thats an old comment actually - - most people yesterday we're getting harassed.
C) We should discuss more the punishments for being found with contraband on both rebel and imperial sides
We're all looking at that info now. It will be more than it is, but less than what some harsh players want. Its tough to find a balance between "fun imperial oppression" and "not fun gameplay" - - its a fine line for sure.
Thanks for the info, TH!
My thoughts on the Imperial Crackdown, based on what I've read in your post and a few others:
* Contraband items should be listed in the holocron help pages. Like real laws, the items are well documented, but it is up to people to investigate the laws (i.e. real the holocron) if they care. Keeping the list secret mainly has the effect of griefing new players and those who don't read these forums. The rest will figure it out pretty quickly and post their lists.
* Harsh penalties are fine IF there is a way to avoid the scans. For example, if a Smuggler can perform some sort of scan-fooling buff on a person, allowing them to pass through one shuttleport wait period unscanned. For the people with high ranks and expensive gear, this would be comparable to paying item insurance before combat. Other ways to provide guaranteed safe passage include bribery (for non-Rebels), pulling rank (for high-ranked Imperials), hiding things in backpacks as opposed to main inventory, etc.
* If equipment is to be siezed in some circumstances, offer the opportunity to pay a fine to retain it. If people can randomly lose their gear without a chance of actively avoiding the penalty, then they must have an active way to mitigate their punishment.
* If Imperials lose rank/faction, it should be inversely proportional to their rank. That is, the high-rank officers should be able to get away with a lot more than the privates. If any Imp can lose all rank to a single scan, they will be less likely to go for rank in the first place. This would drive a lot of people away from faction.
* If covert Rebels are to be attacked, give them the option of losing the gear instead. That is, they can pretend to be neutral, surrender their contraband or pay a fine, OR they can attack the imperials and make a run for it! This again provides the much-needed "options", and will help get money from the rich and combat-weak rebel artisans back into the void.
* If you want the GCW to be the focus of the game, then neutrals should have the fewest/worst options. You may want the factions to seem appealing, to force people to take sides in the war. If instead you want neutrals to be "safe", you can give them lesser penalties, but you should expect some people to opt for neutrality if that is the least harsh situation.