Development Cycle Archive

Thread: In-Concept Open Discussion (6-21-04)

P-Nice
Wed Jun 16, 2004 2:58 pm
#66


SOE has made a major blunder and it will be the downfall of this game.


Because you have made Jedi a BRAG type prof. Or what’s also known as a “Ima super l33t [H]ard c0r3 “ player showoff prof. Everyone is scrambling to become Jedi.


Holo grinding has made the game dull and boring because 75% of the players are not playing the game. They are just going through and grinding profs. as fast as they can to become Jedi. MMOGG or Massive Multiplayer Online GRINDING Game because there is no roll playing going on here.


Now you add Jedi TRIALS??? OMG how many Jedi do you want in the game??? In the “REAL” Star Wars what % of the people were Jedi? Well if you say 90% like its going to be in this game then you are dead wrong!!!


DEVs you have 2 choices:


1: Make Jedi a STANDARD prof. that uses all your SP and is a little stronger the BH or Commando.

2: Get rid of ALL player Jedi because “REAL” Jedi would be too powerful and would cause a total game imbalance.


THIS GAME HASE GONE OUT OF THE DEVS CONTROLL AND WILL BE HEADED FOR CERTAIN DOOM.


Wait till 90% of the players are master Jedi… Oh that will be a lot fun!

Can you say EQ2??????
Matsubaa
Wed Jun 16, 2004 3:10 pm
#67

Creature Handlers are still waiting for the new babies to start spawning. When are you going to finish with Publish 5?



Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Naquiel
Wed Jun 16, 2004 6:43 pm
#68

Well I have more of a wish than a discusion.


For the combat balance, I hope you test it right so it would reflect the live servers better than what your doing now. For the balance i would like to see(in the order of 1-10):


1. Is to have an exact copy of our characters from live transfered to the combat sand box. This would include the equipment we currently have on live so we can have a better look at acctual proper testing so the adjustments will be ok when publish moves to live.


2. If we cant have a complete copy of our characters(well i know you can copy a person over, but not the gear they use), i would like the testing to start with master crafters first with all the skills they need to have to remake the template from live and have all the equipment and supplies to make the armor and all the goods we currently use on live. If we dont have all the gear and supplies we normally use than the testing again will be useless and you will not have the adjustment that are needed in live.


3. When we get all the gear and the supplies needed, then all the combat classes should come in. Get them all geared up and have the best combat test that anyone can see.


4. Then start your nerfing of the armor first. Why? Well its because armor is one of the biggest resistants to the weapons we use, and will dramaticly change things in combat. Specials might acctuly work and will probably only need adjusting.


5. Next work on food, medic,spice buffs and skill tapes. Some buffs are way to strong and last way to long and adjusting them in the balance is good. Plus some skill tapes have some really good resist/buff power that have a little to much power,but need adjusting only after armor is adjusted.


6. Specials would be after buffs andskill tape resists. Why? Because most specials are affected by the resists and buffs we use. When resists and buffs are way overpowered then we really cant fight the enemy if nothing will effect them, but we dont want to be gimped ether.


7. Some timers that we have in combat might need rethinking and can be adjust tward the end.


8. Properly adjusting some of the faction base items during this time would be helpful for a jumpstart on the GCW problems.


9. You might have time to fix the line of sight during this time to.


10. And when its done, sit back and make sure it dont get buged on the way to the live servers.


I really have to stress that the testing your doing now on the test center is really not being tested like it is being played on live and i hope you change things enough to recreate what is on live in the sand box. I like that you copy live servers to test some things and i hope you do this more often to really see the difference. But i hope the combat balance dont take to long so we all can get back to playing where we have to use tactics in battle instead of the gungho rush in clan war kill till your killed mentality we all have been seeing on live.



____________________________________________

From the launch of the game we came. Moving quickly to unlock the secrets. Living many battles to reach the the goal of unlocking a Jedi. For the few who complain, will eventuly get their goal. No one has ever truly known the path to getting a Jedi........untill now.
Furdaddy
Wed Jun 16, 2004 10:42 pm
#69

How about making Master in all profession worth the app xp that we spend. Smuggler is currently worthless and Merchant only yields an extra type of vendor. I think if we actually take the time to make master and want ot stay there then we should be rewarded with something worthwhile. Master Artisans get more schematics that while some people use I'm sure many do not, I think that all Master profession boxes should be given skill mods of some sort.



...Al'Aric Metari...
Major of Intelligence
Fringe Runners Guild
Warrant Officer I Rebel Alliance
100% Melee Template

Duexfuse
Thu Jun 17, 2004 12:10 am
#70






PsionicHawk wrote:

from KOTOR


Pazaak (spelling?) the gambling card game. Make it so you have to purchase a deck/sidedeck from an NPC then they can gamble against each other.


However I suggest one change in the rules.The turns should be simulateous. It annoyed me to no end in KOTOR that the computer always played second, and as such had the advantage.


It will be a small credit sink in game with thepurchase of the cards (heck it wouldn't even be mandatory). You could even make it cost 1 credit per game or something like that if you wanted.


I don't think you need a "fancy" interface. The one from KOTOR worked fine.




This is an awesome idea. Talk about adding a major timesink to the game. Of course, make it that you can bet to play.






Trospar

Warder83
Thu Jun 17, 2004 12:24 am
#71

Would it be possible to see some sort of reward for having mastered all 32 (Or 33 if you must) professions? I know Jedi was supposed to be the reward, but thats changing soon =P


It wouldn't have to be anything extreamly Uber, just something nice that allows us to show off =D Examples:


1. A new Title such as Master of Masters or something


2. A special type of statue or item placable in cities, maybe with a plaque or something with your name


3. A badge of course, but with something else as well


4. A long shot but whatever... a Special building we can place in a chosen city, maybe a school or something that automatically has every trainer in it. Buildable by Architects of course but only placable by someone that has mastered them all...


5. Etc...




Ite Diseh - Owner of "Diseh is my Shop!" - Merchant Tent
Dantooine 425m North Of Mining Outpost (wp -579,2931)
Swoops - X34's - Droids - Droid Batteries - Repair Tools - Misc
wookgunner
Thu Jun 17, 2004 12:50 am
#72






MrRiflemaker wrote:





Saratoga wrote:


The game is now approaching a year on the live servers. The player base is well established now and then demand for architect, tailor, and droids is very low. Weapons, armor, and brandy (SWG is now a player base of alcoholics) are the only constant sales.


With the droid publish there was a quick spike in sales, but most have found the new droid modules relatively useless. I havent pulled my combat droid, survey, or medical drodout since the day I made it.


With the addition of decay as a death penalty the DEVs anticipated there being an increased demand for tailor goods. Well unfortunately we can still wear 1/100 condition clothing. The decay has instead hurt the players and lined the wallets of armorsmiths due to double decay on armor (death and combat decay).


Architects got a couple spikes with player cities and candles. Player cities are now well established and candles don't stop emitting light at the end of their life cycle unless you pick them up.


I am going to concentrate on what to do with Architects. The solution for Droid Engineer is far more complex but among solutionts would be to add more droid types, make droids combat worthy, and make the modules useful i.e. survey droid should give stats, stim As are useless, merchant barker should be at novice merchant, etc.. I rarely see these droids. Tailor is simple... add a decay timer like vehicles to clothes and when the clothes reach 0 or 1 they disappear. add more types of loot and regular schematics without limited uses. The RL clothing market is driven by new styles. We dont have that in this game. There should be a new schem every week.


Architects...

1. Player hospitals, cantinas, and theaters are useless cty decorations. I can do the same function in a house. There needs to be somethingabout thesestructures thatachef, musician, or dancer wouldwantto own one. I would say add politician (theater only), smuggler (cantina only),and merchant(cantina only)to the abilitity to own these structures. The easy solution is drop them down to a 2 lot requirement. Why would I have a 5 lot cantina that can do the same thing as a 2 lot medium or small house??? Also allow players to place these structures outside a player city.

2. Harvesters and factories: They need to decay. mining equipment, refining facilities, and industrial gear all require replacement in real life. The solution to adding decay to these structures is having decay for specific subcomponents. The turbo fluid drilling unit goes out. So we have to go to an architect for a replacement. Same for a mining unit, turbine generator, power core, etc. even add more. There needs to be a menu on each structure that allows you to remove and add these subcomponents. A similar menu has been developed for spaceships and jedi light sabers so it can be done. The basic structure does not decay only the subcomponents. This will simulate RL wear and tear over a short period of time.

3. Houses: No decay. Houses represent a sense of accomplishment to many players in game. Decay would only mean grief.

4. Furniture. Fix the candles and lights. When the timer goes out the light should go out. Torches should have a timer too. Other furniture should not decay. The length of time the game represents we should not see significant decay. Solution is to start giving architects the remaining furniture seen in game that we cannot craft and some newfurniture. And no more lmited use schematics. Those piss me off more than anything in the game. The only thing that should be limited are the ones that give stat bonuses.

5. Drop the cost of player city decorations. We need to see more decorations to make player cities unique and something people want to see. 20000 per week for a park is ridiculous. Maybe 1000 per week sounds more reasonable. I understand player cities are one of your money sinks, but you need to stop the 36-38k solo enraged rancor missions first. In general player cities are ugly disorganized ventures. Lamps should be 500 per week, fountains 500 per week, statues should be 100 if not 0, small parks 500, medium 1000, large 2000. Player city banks (5000), garages (5000), and cloning centers (10000)can be considered for a decrease in cost, decorations are more important.


In the unlilkely event you read this DEVs thanks for taking your time to read this and I hope you consider this as a viable solution.






I highly doubt the devs will read this post because its wayyy to crambed up try to organize your writing a bit, that will attract more attention. I think im giong to go blind with your post.








I gave the one star. This is suppose to be a creative or productive thread not bashing of others ideas. We arent trying to write a thesis or point paper. If you have the time and incentive please feel free to do so.


I agree with the orginal poster. Although the additional costs for replacing harvester parts might drive up costs there needs to be decay in harvesters. I think it would even reduce the cross server harvester swaps going on.




Nagamitsu: Wookiee Master WS/AS/DE
Triston: Master Swordsman/Rifleman Force sensitive, but will never be a Jedi
Medreka: Master Tailor/architect
Builder of Dar'Xun City, Tatooine and Sierra, Dantooine
Grid_Rroji
Thu Jun 17, 2004 12:56 am
#73






Southwick wrote:


I also have wished for something since day one, and it is actually how I thought the game would work. You guys went through tons of trouble to build giant cities. Too what point I ask? No one goes to most of em, they just sit with NPC's.

This is a big idea but think about it. Make cities liveable. Make it where we can set up shops inside existing buildings. Make some buildings apartments where going in the front door takes you to an instanced apartment that is yours. Have it where people can set up shops downstairs. Have open stoor fronts. Have chefs. I know you guys went to alot of trouble to build player cities, but I feel this would do 3 very positive things.

1.It would releave some of the player city clog. I love player cities, but I also love not running into one constantly.
2.Allow us to live in these amazing cities and allow for population in some abandoned cities (ie bela vista). It would bring a whole new life to the cities in the game.
3.Great addition to the allready rich player market. Realistate in the major citites would go for more, just as prime location for properties. You could have gunshops in your favorite cities! I say that this could make the game so much more interesting.

It is a change to think about, but one that could really improve immersion





5-stars for you, Southwick... I've been hoping for this since last year.


For a month or two after launch, Kaadara was my character's hometown and had a very active recurring-community. Local-merchants, the regular batch of musicians, etc etc. I resisted owning my house for the longest time, hoping the town's community-feeling would stick around, but eventually everything disappeared with the eventual surge in PA-oriented towns and eventually official Player Cities in november.


DEVS, you've gone to such great effort creating massive complex cities that're now just idle ghost-towns... the new quests in Bestine area nice touch, but still no reason to actually HANG AROUND the town for any extended period of time. Player-apartments & shops in NPC cities would likely be the one step needed to revitalize the communal town-experience that was everywhere at launch.


- Grid
ZXWing
Thu Jun 17, 2004 2:35 am
#74

YasuTal,


Let me buy you a new laptop battery because, you just said everything I have been wanting to say for a year now. You are my hero.


Arif Khan


Master Bounty Hunter (oh wait no one cares about that anymore)



Arif Khan
Master Bounty Hunter
Master Rifleman
Master Pilot
BH/TK-734 So Cal Garrison
PsionicHawk
Thu Jun 17, 2004 3:07 am
#75










from KOTOR


Pazaak (spelling?) the gambling card game. Make it so you have to purchase a deck/sidedeck from an NPC then they can gamble against each other.


However I suggest one change in the rules.The turns should be simulateous. It annoyed me to no end in KOTOR that the computer always played second, and as such had the advantage.


It will be a small credit sink in game with thepurchase of the cards (heck it wouldn't even be mandatory). You could even make it cost 1 credit per game or something like that if you wanted.


I don't think you need a "fancy" interface. The one from KOTOR worked fine.





One clarification. This should be be totality (or nearly) player vs player



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Nutts
Thu Jun 17, 2004 4:00 am
#76

Im pleased to see that imperial recruiters have been placed in crackdown citys and that factional armor schematics are being put into the game along with many other nice improvements , however i still feel there are lots of things that can still be better and here are a few suggestions that I think will help improve the fun factor of the game:


Rentable Appartments in NPC Citys (f.ex Mos Eisley,Theed)

This has been a topic of many of my discussions with friends that also play SWG, people seem to have a desire to be able to live in the classic citys from the movies and an even better thing would be to let players with the politician profession be able to run for Mayor of these citys, maybe add a feature that would allow for various GCW perks given to the mayor if he/she is declared to a faction. Also to limit the amount of people that would live in these citys there could be a veteran reward that gives long time players a permit/deed/key to one appartment in a NPC city (make it only one city per player to further limit it?)


Certifications tied to Faction Rank

I think there should be some sort of equipment that only players of a certain rank should be able to own/use to encourage people to gain ranks and add more meaning to the ranks. Maybe when the GCW publish comes we will see new armor and weapons that will have these kinds of certifications.


Faction Pets tied to Faction Rank

When i started playing this game i was pretty sure that i would be able to have my own squad of Stormtroopers (not sure why i thought so heh, maybe its because it sounds so cool ) but i soon found out that it was not the case. I think officers should be able to have more then 1 NPC troop/pet out at a time, maybe make a where the total level of the pets determines how many of them you are allowed to have out and let the limit increase as you advance in rank. Also I think a private shouldnt be able to have any faction pets at all , it would make more sense (atleast in a roleplay perspective) that officers have troops instead of troopers having them.


Faction Vehicles

Alot of people are complaining about the AT-ST , the Imperials think it is way to weak and refuse to use them and the Rebels complain that they dont have anything comparable, so why not just remove the AT-ST as a pet and instead replace it with a AT-ST factional vehicle that players could drive. The Rebels could have a similar vehicle ( i know they got some kind of tank but i cant remeber the name) to make it even, it could even become a new profession


I believe all of these things will make the game more fun and make it stay fun longer



-RIP-Midran Medrian-RIP-
Killed in Action at Mos Eisley Starport
By the hands of three Jedi Sentinel's and four Jedi Knight's

Thyriel
Thu Jun 17, 2004 4:55 am
#77

i would love to see new badges like:


- killed 1000 nunas

- killed 1000 storm troopers

- killed 20 ATSTs

- travelled 1000 times with a shuttle


and things like that.. that would be things really funny to do

LeyasJW
Thu Jun 17, 2004 6:17 am
#78

Hello, i hope this is the right place to say this..


I was looking at Image Designer profession yesterday and noticed there is not much of interest to encourage people to go there. It is not really an active part of the game (although holo emotes are excellent btw - well done)


I thought maybe you could make the toons age / degenerate (like houses / speeders etc) it would look cool cos u would be older which would be funny..but you could go to an Image Designer for like plastic surgery and make you young again..


Doesnt affect me cos im not image designer but just an idea anyway


Leyas

Vol's Imperial Combat Escorts

Bloodfin
Page 6 of 13