Development Cycle Archive
Thread: In-Concept Open Discussion (6-21-04)
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:
THIS GAME HASE GONE OUT OF THE DEVS CONTROLL AND WILL BE HEADED FOR CERTAIN DOOM.
This is an awesome idea. Talk about adding a major timesink to the game. Of course, make it that you can bet to play.
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.
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.
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
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.