Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

Wolfbane9999
Tue May 04, 2004 6:44 pm
#66

Wouldn't it be great if 10 years from now SWG was the number 1 online game in the world. Well there some reasons why this will never happen and some reasons why it will be difficult. Take your picks from the followning.


A. Quality

1.



Valcyn.Nidia

Resource vendors on the map near Coronet in Prosperity Mall (old Bartertown)

Prosperity Minerals
Prosperity Iron Steel and Ore
Prosperity Chemical Water and Gas
Prosperity Flora
Prosperity Gems
Prosperity JTL Resources

/waypoint -123 -5825
Wolfbane9999
Tue May 04, 2004 6:45 pm
#67

Wouldn't it be great if 10 years from now SWG was the number 1 online game in the world. Well there some reasons why this will never happen and some reasons why it will be difficult. Take your picks from the followning.


A. Quality

1. Game



Valcyn.Nidia

Resource vendors on the map near Coronet in Prosperity Mall (old Bartertown)

Prosperity Minerals
Prosperity Iron Steel and Ore
Prosperity Chemical Water and Gas
Prosperity Flora
Prosperity Gems
Prosperity JTL Resources

/waypoint -123 -5825
Wolfbane9999
Tue May 04, 2004 6:47 pm
#68


Wouldn't it be great if 10 years from now SWG was the number 1 online game in the world. Well there some reasons why this will never happen and some reasons why it will be difficult. Take your picks from the followning.


A. Quality

1. Game engine. Video cards and game engines keep evolving. When SWG is far enough behind the latest, most new players will opt for the newer games.




Valcyn.Nidia

Resource vendors on the map near Coronet in Prosperity Mall (old Bartertown)

Prosperity Minerals
Prosperity Iron Steel and Ore
Prosperity Chemical Water and Gas
Prosperity Flora
Prosperity Gems
Prosperity JTL Resources

/waypoint -123 -5825
Wolfbane9999
Tue May 04, 2004 7:10 pm
#69



Wouldn't it be great if 10 years from now SWG was the number 1 online game in the world. It would be best for players and providers if this worked out



Valcyn.Nidia

Resource vendors on the map near Coronet in Prosperity Mall (old Bartertown)

Prosperity Minerals
Prosperity Iron Steel and Ore
Prosperity Chemical Water and Gas
Prosperity Flora
Prosperity Gems
Prosperity JTL Resources

/waypoint -123 -5825
Wolfbane9999
Tue May 04, 2004 7:47 pm
#70





It wouldbe sogreat iften years from now SWG was the numberone online game in the world. It would be best for players and providers if this were so. Well, there some reasons why this will never happen and some reasons why it will be difficult. Take your picks from the followning.


A. Quality

1. Game engine. Video cards and game engines keep evolving. When SWG is far enough behind the latest, most new players will opt for the newer games.

2. Bugs. Unfortunately as more devolopment occurs more bugs will too. It is unfortunate when bugs do not get taken care of for many months and perhaps the total number of bugs grows.

3. Nerfs, caps and limits. These are all negative to playersand no reason for most. All numerical limits in the game should be infinite. With proper controls this will allow simplerbalancing at any time by increasing anappropriate attribute or attributes. It will avoid negative reactions.
4. Innovation. In concept this game is still an innovation. It seems though that most of development effort goes into new conquest adventure. The future is, I believe, with the non-, or part-time combatant.


B. Communication
1.For a piece of software whereall provided communications functions are done by text thereis no basic text funcion. You cannot cut and paste in the program orfrom out of it. No arrow key cursor movement, etc. Graphic communicationsare not fully integrated. A crop of a screen, saycropping the details of a resource's attributes in an inventory window and sending it in an email cannot be done in the game. In this the game also does not work easily with Windows (XP), for in using windowed mode the cursor will not leave the window area and required swapping of the program is slow.

2. Audio communications. Many players use an add on system and some new games are including it.


C. Money. I don't know how many gamers subscribe. I have read and heard numbers from 300,000 to 3,000,000. Butthe gamewill make more money for SOE in the short term (5 years) if they keep reinvestment low and come out with a new product when SWG starts to lose subscribers.



Well I apologize for anything incorrect I've said or if I've offended anyone. Just wanted to share myambitions for the game.


Excuse me if this double post. I got an error on the first try.



Valcyn.Nidia

Resource vendors on the map near Coronet in Prosperity Mall (old Bartertown)

Prosperity Minerals
Prosperity Iron Steel and Ore
Prosperity Chemical Water and Gas
Prosperity Flora
Prosperity Gems
Prosperity JTL Resources

/waypoint -123 -5825
ArkonPhoenix
Tue May 04, 2004 11:11 pm
#71

How about using both sides of the Starporthallways for something?


What I mean is move the spawn location of people "landing" to the other side of the corvette and add a second ramp from the craft as well for realism. This would give purpse to both hallways, one for departuers and then one for arrivals.




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

Click here for "Arkon’s Ideas and Suggestions for SWG".
Getoc
Tue May 04, 2004 11:37 pm
#72

TH i got a point here ...


How comes that partially an distance attack with an effect is close to unavoidable and 'defences' are only working on the effect not on the attack itself ? I mean ranged defence and the secondary defences should work on everything that is used as an attack from distance and say wether the player is hit or not . If this attack has an effect AND it hits then we should see if this effect is workingor the defenceshad eliminated it ....... am i right ?


So how come that a phial of poison which is suppost to hit someone cant be avioded by simple moving myrelf out of the way ? I can do this with blasterfire but not with somehing thrown which is suppost to be much slower and should be much easier to aviod . As it looks now only the effect can be countered and thats kinda insane because that would say we are unable to aviod something thrown but able to dodge gunfire .




Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
RabidEwok2
Wed May 05, 2004 4:58 am
#73

Do you have any plans for tweaking racial abilities (trandoshan regeneration for example is not worth having hotkeyed) or racialsecondary statcaps?





ZEER
Sith Lord | Hatched May 2004

Rehles
Wed May 05, 2004 6:44 am
#74

I think the bounty hunter mission system can be improved. I think bounty hunters should be more mindful of exactly WHO they are accepting a job from. For example, accepting a job from the hutsshould yeild a slightly larger reward, but it should also carry more of a risk. When I say risk, I don't necessarily mean only difficulty. A BOUNTY HUNTER FAILINGIN ENOUGH BOUNTY HUNTER MISSIONSFROM THE SAME FACTION SHOULD RESULT IN A BOUNTY MISSION PUT UPON THAT BOUNTY HUNTER FROM THAT FACTION. Sorry for the caps, but that last sentence was the main idea of this post.I also think there should be smuggling missions that work like this for the master smuggler.Fail in too many smuggler missions (maybe only one, if you decide to take a high reward from from jabba himself)and you get on the terminals.


What do you think? I think this is pretty star warsy and would add a lot of fun to the game.
DarkAzael
Wed May 05, 2004 7:45 am
#75

Just a few questions i would like to know the answers to!!! PLEASE !!!!


New Factions? Will there be sub-factions? Like Hutt, Nightsister, Singing mountain Clan, Gungan....?!


If yes will there be a new theme park revamp for them, giving rewards, loot, that relates to there roles in the starwars universe? Like if you a creature handler or a pikeman you get a Gungan Vibro-stun-lance....for use when mounted on a Kaadu!!?


If there where sub-factions you could gain sub-fps and spend them to recruit or buy schematis, deads, armour.....you could be Imp but deside to spy on jabba and help the imps put a stop to his smuggling....This way your many faction would be imp and you sub-faction could be Jabba the Hutt.


I think that you should be allowed to have 2 sub-factions but choosing one many stop you from joining another.


Will there ever be advance professions or grand professions....Many be quest linked to unlock to advancement....May be an armoursmith can become the Legendary Armoursmith....thats can make new a rare armour or if he is imp he could make Imperial scout armour, or storm commando armour....A rebel could make Rebel fleet trooper Helmet, or lightwieght commando armour.


Creature Rancher :- a creature handler could tame and breed creatures for resouses or low level pets for non-ch or advance/train the pets you all ready have

Legendary Swordsman :-a fencer, or heavy swordsman can advance his skills in the blade he/she wields. plus be able to craft there own blade.

Grand master engineer :-a master artisan can advance in the skills of speeder making like make new speeders may be a flash speeder or make speeders combat ones


Just a few ideas




UglyBovine
Wed May 05, 2004 8:46 am
#76

This is an idea I had last week (not sure if I'm the first - not done a comprehensive search), but it fits in nicely with the game economy Friday Feature.


I have a proposal that encourages more "Sloshing" in the money sink, and greater involvement for the games rich-list in the GCW, and greater encouragement for people to take pure PvP character templates.


A couple of starting points for this proposal:

1. The GCW is an endgame for lots of people in this game. People want to pvp, and have characters built round pvp templates (mostly rifleman/stackers, but there you go, it's effective)

2. A lot of the money in the game is in the hands of a few very wealthy crafters. As far as I can see, a lot of the very rich players are citizens of player cities who pretty much finance the running of the cities.


Nobody would argue with those, I don't think.


My proposal is for player-city run GCW terminals.


A mayor of a factioned city, say who had reached martial 4, so could place faction terminals outside of bases, could in addition place a GCW terminal.

These would offer missions with rewards for players who undertake certain gcw tasks, e.g. 5 pvp kills of the opposing faction, or the destruction of 2 opposition turrets.

The main difference between standard terminals and the GCW termials comes with the financing of it. The GCW terminals would use city funds to pay mission rewards.

The mission taker would have to be overt to take the mission, and only kills while overt would count towards the mission total. Obviously, killing opposing faction members using the group tef is fine, and would count towards the mission. Only kills of different people would count, so clone camping one person is ruled out.


The result of this would be twofold:

1 -It allows pvp players to fund more of their armour/weapon costs through GCW pvp, instead of having to take time out to grind some cash doing janta missions or whatever.


2 - It provides a method of crafter to combat-character funds transfer. This does not immediately effect the in and out rates on the "faucet/drain" economy system, but keeps the money sloshing around in the "sink" rather than collecting in a few pockets. Obviously, the rich crafters need to stay rich to fund these terminals, but most of the money given out would likely return to crafters anyway when armour/weapons break and need to be replaced.


The advantages I can see for this:

Cities can choose toencourage the GCW more than at present.


More "Sloshing" - money flows around in the system, not just in through missions, through to the crafter and out through harvester maintenance.


It would be fairly resistant griefing:Where the missiontarget is static factional structures, things like turrets cost a lot of FP, that it wouldn't be worth players on opposing sides colluding to get money this way. Where the missiontarget is N factional kills, since the victims would have to be N different players, people exploiting this would be fairly obvious. (One guy standing around with 5 opposing players waiting to be killed or something). The CSRs would seldom have to be involved since guild members are unlikely to try to exploit money from their own guild, and if they do can be ejected. Non-citizens can be /citybanned if they are suspected of exploiting it.


any thoughts you have would be appreciated.




Eilyra
TOE Corp. Quality Buffs & Medicines. -411 -3196, Bastion, Lok
Tingmo Orkeah Eilyra


IdrisTycho
Wed May 05, 2004 8:57 am
#77


The Trade forums are very annoying, what we really need is an in-game auctioning system.


One where once you put the item up for bidding others can view it without fear of doctored screen shots, misreported stats, whether or not it was sliced, etc. Plus the system should allow for a "Buy it now" price, a reserve price, a min bid, a min increment, and automated bidding. Just like on Ebay.



We have the bazaar, and that would do just fine except for the 6K limit. That limit is there to protect the Merchant profession and I respect and agree with it. However, what might help is if player vendors could do auctions and those auctions could be seen on bazaar terminals. People bid from anywhere on the auctioned item but would have to go to the vendor to pick it up. So the WP to vendor would have to be included in the auction info.



Also, since with a public listing like that, people would do nothing but auction items on their vendors, we might want to limit the number of auctions a vendor can have to like 2 or 3. It would be a feature for higher level Merchants that allowed them to sell rare items or simply to draw people out to their shops with nice auction deals.


To summarize:



  • Higher level Merchants gain an Item auction option on their vendors

  • Two or three items can be auctioned per vendor

  • Auctions have the configurable options of:


    • Minimum Bid

    • Buy It Now

    • Reserve Price

    • Bidding increment

    • Duration

  • Bidding is automated so that a player inputs the most he is willing to automatically bid and the game bids for him at the smallest amount that would outbid other players' lower maximum bids. Once the auction price goes over the player's high bid value, it stops bidding for that player and the player has to place a new bid to attempt to win the auction.

  • Bidders have an option to receive an email when they have been outbid.

  • All auctions are viewable on the Bazaar

  • Bids can be placed either at the vendor or at any Bazaar terminal

  • Auction winners receive an email to notify them

  • Auction winners must retrieve the item(s) from the vendor


This would be another great reason to be a Merchant, and it would make for much better structured, safer auctions. It would also bring people to places they may never have visited.


For example: Suppose I win the auction ofa Krayt T21 rifle. The Rifle is now sitting in a vendor in a mall in a remote player city on Rori. I travel to this city to pick up the rifle when I notice that the mall also has a great chef vendor as well as a droid vendor that sells lots of the new droids. I may make several purchases that day, and I will certainly make note of the other vendors for later purchases. Normally I would never have come out to this city, but the auction system forced me to. I have to think this would help player cities and Merchants.


I sure would love to see something like this implemented, I am very tired of the flaming and poor auction practices of the trade forums.

JalonDrett
Wed May 05, 2004 10:02 am
#78

TH,


I recently submitted an in-game CSR ticket requesting to have the last name of my character changed, because I somehow inadvertantly attached my RL last name to my character.The response I got said that there is currently no feature to support this request, and directed me to here to suggest this as an addition.


I think it would be really nice to have the ability to change a characters name, if some unforseen circumstance arrises that warrants it. I, for instance, desire to have the ability to keep my RL name anonamous if I choose to do so (having my last name, which sounds very un-made up, sort of prohibits this). I can also think of instances where it would be useful to players who are subjected to a lot of "tell-hell" type of situations, where they would desire to change their characters name, rather than deleting the character, losing progress, and having to start all over again. I do think that this should be controlled by CSR reps, and granted when a reasonable explanation is presented, so that runaway name-changing doesn't occur.


If the CSR was in fact wrong, and there is a way for me to change my character name w/o losing him, would you please let me know?


Thanks!





Jalon
Elder Jedi
AKA: Santa Fett (Pre-CU MBH)
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