Development Cycle Archive

Thread: Publish 7: Major Features

DarK
Fri Feb 27, 2004 9:21 am
#664

/agree


Derana Shi'har
Auraveda
Fri Feb 27, 2004 9:56 am
#665

"And while you're at it, nerf the wookiee HAM..."

Oh sure. Why not. It's not as if those 700 extra points actually do me a bit of good. All my PVP fights lately have lasted about a half a second. The half a second it takes for me to fall down and die after being one shotted by a rifleman who is so far away he isn't even on my radar.





I had a Force sensitive character, with 23 and a half boxes ground out.
I had a master creature handler.
I had a high lvl crafter character.
I had a Bounty Hunter that I hunted PC Jedi with.

My game is dead.

d-cell
Fri Feb 27, 2004 10:34 am
#666

I have a few suggestions for Publish 7 that from my chair, would at least slightly improve game play. A lot of it comes from Bounty Hunter cause that's what I am, but I will note anything I can think of. Mind you a lot of the things I mention could be worked into other classes, just in a different way. The idea is to make each profession more interesting and detailed then just a badge in the bio. Not all of these suggestions may be feasable, but they are something to stew over.

1. The Skill Point limitations is a good idea, but there should be some incentive to keep working towards. I think that varying levels of "Mastery" should be possible. So lets say you make Master Bounty Hunter. Then you use up all or most of your skill points on medic, pistol, carbine whathaveyou. Upon mastering a profession, at great pains, you should be able to get little perks at great XP cost, so Master Bounty Hunter as we know it, would be Master Bounty Hunter I, then, lets say, after 550k of Pistol, Carbine, LLC and say 20k of Investigation, you can get Master Bounty Hunter II, which would improve your stats, but not by much (like Carbine/Pistol/LLC Speed and Accuracy +2 or +3 or something) nothing greatly affecting your abilities, but just a little "goodie" for you devotion to your chosen profession. I think the problem is that the devs think that a lot of people only go for FSCS and that's simply untrue. Then Master III would be 650k of each and 30k Investigation, or whatever and you could have like 5-10 Degrees of Mastery. The idea is that you can play for months and still have something in a profession to work towards. You don't have to call it a "level" so to speak, but kind of a "stripe" if that makes sense. All or some of the levels of master can also have quest requirements. Obviously once you surrender Master Whatever, you lose all your stipe "perks".

2. Bounty Hunters should have to pay a Spy Net and/or Bounty Hunter Guild Fee on a regular basis. In-fighting should be possible with different Bounty Hunter Syndicates (Mantis, Benelex, etc) and those syndicates each have some kind of perk to them (IOW: Bounty Hunters can hunt Bounty Hunters sometimes). Just a thought....

3. A player class or a few classes (such as a Master Merchant but NOT a Bounty Hunter) should be able to place a Bounty on a Player, that Bounty Hunters can accept if they so desire. Those Master Merchants would have to join some sort of Bounty Hunter Sydicate and pay money to it in order to be able to do this, and players can then pay a Master Merchant a fee plus the reward to put the mark on the player. Obviously the cost of just listing the mark would need to be high to avoid significant abuse.

4. Bounty Hunter strength should not, in general, be increased. If Bounty Hunters became more powerful, EVERYONE would be one. It should be a unique class. I also think the XP requirements of the Bounty Hunter should be slightly increased, to keep the population low. Only because I fear a potential population explosion once our droids start working.

5. Armor should be able to be better customized. Better and more vivid colors should be possible, to include coats of arms, which should be customizable. I think Armor could also be altered in appearance, maybe even customized so that one set of comp can actually look different from another. Image Designers would be a good class to be able to design and place coats of arms and other imagery onto a suit of armor, sort of like the speeder customization. Also, I think a cape should be able to be worn with armor, but thats just a personal request

6. Musicians should be able to write basic music, that other players can hear when they play. That would give something other then the bland stock music provided.

7. There should be a penalty for dying in PvP besides Faction Points. I think other players have covered this ad nauseum.

8. The Jedi death counter reset should be based on game time (like 8-10 hours of actual game time gives -1 death to the counter), not real time, because many jedi simply reach their death limits then don't play for a week. This won't really hurt casual players, because they would be killed less often anyway.

9. Master Merchants should get reduced planetary and galactic travel, because they can negotiate a contract.

10. Players should be able to add survey missions to the terminals a payout for completion of the mission.

11. TKM Strength, need I say more?

Okay thats all I can think of, I don't really float the boards very much but maybe that will give you an idea of some possibilities...


D-Cell
Eclipse



D-Cell
Master Bounty Hunter
Eclipse
DeQuosaek
Fri Feb 27, 2004 11:00 am
#667






BopoThomie wrote:
What i dont understand is why are we nerfing everything soon there wont be a game everytime i do something i get nerfed.... I worked my *edit* off for 2 atsts and boom gone ......i was TKM and picked up a little pistoleer and fencer Boom nerfed ........I want to know what kind ove cap like +50 max on everything or even worse .. the only reason im posting is im Sick ove the NERFS IM SICK OVE THE WHINING >>>>> you want to NERF something nerf a *EDIT* CM




Um, dude. You just completely contradicted yourself...


"I'm sick of the nerfs! Nerf CM!"


You are part of the problem.


And look, the AT-ST's have gotten two huge boosts recently. They went from 18k to 55k HAM. That is a huge boost, not a nerf. They alsohave decent flame DoT resist now.






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Pentium4
Fri Feb 27, 2004 2:30 pm
#668

Love the changes, sounds great. Now can you please FIX THE LAG FOR VENDORS ON DANTOOINE!



Omos Nosarl
Mayor of Twin Lakes
Website: http://www.guildportal.com/Guild.aspx?GuildID=12646&TabID=105179

Save the gubbur, what have they ever done to you!
Paid for by the committee to stop noobs from killiing gubburs to level up.

Vendor Lag on Datooine please fix it:
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=9648
bikebro
Fri Feb 27, 2004 4:36 pm
#669

Normal defense is no harder to get then block/dodge/counterattack. A master pike/riflemen will have 195 block and 97 range defense but that still leaves alot of room for other defensive mods. Taking either some fencer or tka boxes will give you ranged and melee almost as high as block. And if you only take the block mods from pikemen you can go crazy and have something like +185 melee and +196 ranged with +165 dodge and good medic skills. So just taking care of block and others will barely start to fix the issue.



Laekon
Cairdeas
Wanderhome
FrostBrimstone
Fri Feb 27, 2004 5:54 pm
#670

so you are planing on removing the need of CAMPS for the calling of pets/bikes/droids. YAY


now, that means we need to really redo the BH trees


We don't need the Trapping and Camps trees in Scout and Rifles in marksmans. there is 14 points in each tree


open this up so we can add some ranger (tracking) and medic (healing) and maybe other wpns skills so we can get better.


so 14c3 + the 6x2 (two Master Marksman/Scout that will no longer be needed = 54 free Skill Points and add that to the 33 points left over from mastering BH, that gives us 87 free points, enought to master another profession like carbineer/pistoleer or medic or smuggler. sheesh lets get this fixed




Hea'str'con'act Qui'sta'min'foc'wil
Master Imperial Pilot - Black Epsilon
Master TKM - 4000 Commando
FS-CP 0040 - FS-ER 0200
Vendors located at 4663, -3715 Tattooine, Intrepid
JedEyeDGB
Fri Feb 27, 2004 6:54 pm
#671

Hey since jedi's are going to be a quest-based unlocking system soon, does that mean we can finally have a second character slot on a server?



-------------
Sesnir, Master Smuggler/Teras Kasi Master of CKE, Lowca
Located in Krayt's End, Tatooine

My name is here... is yours?
http://starwarsgalaxies.station.sony.com/content.jsp?page=Special%20Thanks%202
Zenirvana
Fri Feb 27, 2004 8:11 pm
#672

I witnessed a friend of mine change his template similar to an imperial that would kill everytime I ran into him even with all my combat skills I would always lose to this imperial cause he had stacked his defense. My friend dueled this imperial (and an epic fight it was lasting a good while) and to my suprise beat him in an equal and fair fight. Both warriors had spent all their skill points into combat and had stacked there defense to numbers that most people dont achieve without hard work and long hours of grinding multiply professions. I myself have stacked my defense to high levels and love being able to fight toe to toe with nightsisters. Now I read that defense stacking will becapped and I am angered to find I will no longer be able to solo strong mobs. Characters ( especially wookies who cant wear armor) who spend all there skill points into combat proffessions will now be leveled off the same as characters who have other non combat skills. I have seen the best defense stackers die in PvP even with all their defense mods they are not invulnerable. Should a character who has mastered one or two combat professions be able to handle characters who have worked hard to attain a level of defense that is awesome to say the least? NO if you are not able to handle the highly defensive character then you are outmatched. Live with it. If you wish to give these people a fight that they run from then you too will have to stack your defense to stay in the fight as long as they do. Those of you cry babies who cant handle losing dont complain when someone who has obviously seen what they can do with there character and has worked hard to get that defense ( I know it takes along time I have spent hours upon hours grinding xp) now you go ahead and nerf it down so that I will have to group with people now in order to go out and kill mobs and share the loot which I used to only keep for myself as I was alone. I also enjoyed going overt with rebel armor on ( 30% effect is nowhere near 3x comps 80%!!) being able to stay in the fight cause of my high defense proud of my all rebel look. Now I will have sell out and buy all comp armor and be a TKM/Doctor or rifleman/combat medic which I will have to be now that I wont be abletank for my guild. Again rethink the defense cap because I am losing interest in a game that only supports cry babies and TKMs which I am seeing alot more of since they own too many people in PvP. Fix the other problems first not the ability to be an uber character which anyone could do with enough time if that is what they choose to do because there will always be benifits to those charcters who have noncombat skills. Please reply to let me know what I will need to do fix my character so I am not left with wasted skills. Sorry if this is too long but I had to get that off my chest because I have some good points which need to be heard.



Zenirvana Archon


Wraith Squadron


Xtinder
Sat Feb 28, 2004 2:04 am
#673

What is the reason for a 60 second delay on pulling bikes by the way? Is there a 60 seond delay before you can get on the bike after pulling it or 60 second delay to pull it after it auto stores or 60 secondsbefore I can get back onfrom the time I get attacked by something I was rubber banded into afterdismounting my bike or or or.... Also would someone tell me the logicof a10 minute shuttle wait after the shuttle leaves?After the shuttle lands it only has to wait like 2 minutes before it leave... how fair is that?Gawd so many questions so little time...


X
Xtinder
Sat Feb 28, 2004 2:07 am
#674

wow cheech you said fack off online... lol


I mastered dancer in 3 days... gotta love Macros and guildies that love to get mind diseased for ya... muhahahaha


X


Xtinder
Sat Feb 28, 2004 1:53 pm
#675

/CHEER --- He not only speaks for himself but myself also when he says. Too many things that people have worked so hard for are being nerfed in this game. Why dont you nerf things like rubber banding off my bike 50 meters into the middle of a spawn or nerf the sliding thing because some Dev keeps waxing all the planets with floor shine... I could go on and on and on and on and on but I really just wanted to say I totally agree with this person and agree the game is getting really old because just when people figure out how to advance their charcters and make them uber SWG nerfs something to bring them down. Devs should listen to people like this because its people like this that make the game exciting and fun, not 500 TKM/DOC's running around acting like they own the game. (watch tkm get nerfed now)... Chow


X
Drygo
Sat Feb 28, 2004 1:57 pm
#676

I think the vehicle calling anywhere is definitely a good thing, even if we have to wait 60 seconds. The fact of the matter is, EVERY SINGLE TIME that I get out of my speeder it auto stores. This is a huge pain in the butt because it means I always have to run all the way back to a city unless I'm lucky enough to have a scout in my group. And, it's getting extremely frustrating.


I am glad that they are keeping the time delay out of camps, though. I always like to see every profession useful. Speaking of which, I still think it would be great if we made the camps even more useful by allowing entertainers to heal battle fatigue. Make two underutilized professions better in one swoop.





- I support hawtpants
Page 52 of 54