Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-5-04)

wickedHangover
Tue Mar 30, 2004 7:06 am
#66






ALECHNAR072 wrote:

Great idea for getting faction points for Crafters... Only items that a person turns in that HE/SHE crafted themselves will give them faction points/perks.






Only problem I see is a real easy exploit for faction points. I could churn out almost 1000 biological effects controllers in an hour (just one example) and that's just using a macro I made with the in-game tools. So even if I only got 1 faction point per item crafted, I'd be able to rise through the ranks way too fast and also be able to buy factional bases in a matter of 5-6 hours and that's if I just craft it all myself.If you make the stuff in a factory, how would the program know you didn't craft it individually? Running 10 factories at full speed and crafting at the same time would net you like 200k of faction pts an hour.


An alternative is to appraoch a factional recruiter who hands out schematics and materials. Says something along the lines of "I've been asked to find someone to assemble xyz module. Here's the components needed and the schematic. " After you build it and hand back or drag the object over the recruiter you get your pay and faction points.


Lets say you get 10 pts per item, then it would be important that your crafting tool takes at least 2 minutes to complete construction of each item. This way you are still restricted to earning a maximum of 5-600 faction pts an hour if you camp out next to the recruiter. It would be the most boring grind ever and result in little gain.


At higher levels of artisan the schematics could become more complex, requiring certain pieces to be built prior to construction of the final piece, and the factional payout would be proportional, if you craft 3 objects and then the final is the 4'th. Instead of 40pts, you would get like 45-50. But this would still keep you making less than 1000 pts an hour.







clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
wickedHangover
Tue Mar 30, 2004 7:42 am
#67






Nojj wrote:




This is an excerpt from my post in Rifleman: Combat Roles



The only thing that topics like this do is muddle...interesting points...brandishing a sniper rifle, you should have Stormtroopers breathing down your neck.





What I've always thought is that the game should have more elite professions that run off parts of others. What I mean is yes, you can master rifleman, pistoleer, etc. Those are all elite.


But what if you took a column of pikeman and the rifle special abilities column, this would lead to a "mini" skill tree of like 6 boxes, 1 for master, 1 for novice and then a 4 skill box column that does nothing more than add to the abilities you acquired by "dabbling". Specials specifically geared towards someone who fights with a pike and a rifle. Specials that are given in equal amounts, each block adds to both rifle and pikeman.


It more or less will spread out the combatants in the game. It will increase the number of professions by quite a few and offer a lot of alternatives. I think the Dev team should think "outside" the current skill charts. and realize that not all charts need 18 boxes to reach master.


Take a the smuggling spice column and a column in chef, then a mini skill chart and you end up with a smuggler that makes spices that prevent states (dizzy, blind, etc) and enhance mind. Or take that same smuggler spice col and a column in medic for pharmaceuticals, then you end up with spices that have less of a hangover. In the end you have an elite profession that just crafts spices.


But you can take this logic across the board with just about any combination at all. The idea is first to make dabbling more worthwhile by adding these "mini skill trees" and then route them to keep balance in the game.


Overall I don't see a real need to completely revamp every profession. What needs to happen is to make dabbling more worthwhile. Add more skill blocks and keep the same skill pt system in place.





clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
Cephalo
Tue Mar 30, 2004 8:10 am
#68

Critical failures are not necessary and do not in any way make the game better or more fun either directly or indirectly. When someone has put a weeks work into hard to get DNA, or some huge number of resources for structures how can it be justified to randomly take it all away? Randomness needs to be used with finesse in game design, and critical failures are like a sledge hammer to some professions. Bio Engineers suffer double jeopardy because a crit can happen both during template construction and creature construction.

Can anyone explain to me how critical failures are good game design? If resource production is too high, wouldn't it be better to lower it across the board, than to randomly select players for financial ruination? Even when crafting inexpensive items, the possibility of a failure does not create suspense, it is at best annoying. I just don't understand the need to remind players that their efforts, no matter how great, could very well be destroyed as a consequence of merely trying to reap the benefits. Why? What would happen to the economy if critcal failures were removed? I think the game would be much better for everyone.
xc_Tytan_xc
Tue Mar 30, 2004 8:10 am
#69

Here are afew things I have been wanting to have in the game.


1. Group duels. It would greatly increase the fun of dueling if more than 2 people could duel. This way you could do alot of fun things, like practicing for pvp situations, where you may be outnumbered say 2-1 or 3-2. Or you could even have 2 big squads of 20 person groups and simulate a base takedown on your own base! You could have a group practice defending and another attack, and see where you are weak. Or simply goofin off with friends when you are wasting time for a PA hunt.


You could have it implemented by the leader of a group targeting another group leader and typing a /groupduel. Once both leaders aggreed to duel, the groups would con to each other as they would in a 1 on 1 duel.


2. /move right/left commands. As it is right now, you have to turn your char 90 degrees from an object and move it forward to achieve this. It would be great if you could actually make the /move commands be central to the object instead of the player, but I won't push it. If we could have a /move right/left it would prevent you from contantly spinning your character around to move things forward or back.


3. Apartments in players cities. You could give a structure to the architects and make it have 4 rooms or so, maybe 8. Each would have its own access from the outside via stairs, or the basic porch. You could have it cost the residents 1 lot to have an apartment and maybe 100 storage slots. It would be owned by the city hall, allowing for moving of it to rearrange the city.


4. Movement of housing without losing the items inside.


5. Player apartments inside the starting cities. You could live in the towers on talus and correlia, or in the shady streets of mos eisley. Make the rent be fair, and work much like the apartments above.


6. Player run shops in the starting cities.


7. Windows in houses!!!!



TYTAN®
Master Rifleman [] Master Teräs Käsi [] Master Brawler
Member of XyonCore [] Citizen of the city Xyon
Cephalo
Tue Mar 30, 2004 8:11 am
#70

Critical failures are not necessary and do not in any way make the game better or more fun either directly or indirectly. When someone has put a weeks work into hard to get DNA, or some huge number of resources for structures how can it be justified to randomly take it all away? Randomness needs to be used with finesse in game design, and critical failures are like a sledge hammer to some professions. Bio Engineers suffer double jeopardy because a crit can happen both during template construction and creature construction.

Can anyone explain to me how critical failures are good game design? If resource production is too high, wouldn't it be better to lower it across the board, than to randomly select players for financial ruination? Even when crafting inexpensive items, the possibility of a failure does not create suspense, it is at best annoying. I just don't understand the need to remind players that their efforts, no matter how great, could very well be destroyed as a consequence of merely trying to reap the benefits. Why? What would happen to the economy if critcal failures were removed? I think the game would be much better for everyone.
Oraion
Tue Mar 30, 2004 9:15 am
#71

oh another thing i think we should be able to have is some new weapons like a vibro sword yeah that would be kewl
AgreaAtodlie
Tue Mar 30, 2004 9:25 am
#72

Hmm, it would be nice to have roads and trails, in cities, and towns...right now the whole city hall surrounded by grass, is kind of weak. Maybe make it so, when the ch is dropped the ground around it, for say 1km around is completely flattened, so that towns look a little less like dressed up shanty towns.
wickedHangover
Tue Mar 30, 2004 9:31 am
#73






Oraion wrote:


oh another thing i think we should be able to have is some new weapons like a vibro sword yeah that would be kewl







or how about something for Terra Kasi, like brass knuckles with a vibro motor, maybe we could call it a vibro knuckler or something like that...


why do people continually propose new weapons that are already in the game?






clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
Dex1138
Tue Mar 30, 2004 9:43 am
#74

I'd like to suggest the idea of Player City faction flags. If a city is placing minefields around their shuttleport, I should know who that city supports. I'm a very quiet supporter of my faction. I think it's ridiculous that I can be shuttling to a city to check out their vendors for supplies and get blown up on arrival with no warning.
Even something as simple as "this city is of opposite faction, do you want to go?" At least then I would know what I might be in for.



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


BendoDark
Tue Mar 30, 2004 10:30 am
#75

Mandolorian armor was not invented to kill jedi, its battle armor used by a warrior race, the Mandolorians. Where in any Star Wars source is it stated that the armor was created to kill jedi. Please, if so, why aren't there more mandolorian armor floating around in Star Wars, since I II and III occur a little bit after the jedi purge. Boba andjangoare the only people known to have mandolorian armor. Its probably the same suit, even though they look different in the movies. Furthermore, what references are there that jango hunted any jedi and the armor he had existed before the jedi purge.
WolfwoodCross
Tue Mar 30, 2004 10:53 am
#76

Took this from a reply I made to a post in the "Core Systems" board. Figured it would be good here.







erroroccured wrote:

My question to whoever played the Eq series is how did they pull better monster loots and drops with crafting still being part of the game? Everyone complains about if loot get improved then it will take away from the crafting professions. I think that is ridiculous. People will stil need weapons to fight with. So I get a great sword, is that going to last forever. PRobably not and why should afighter be punished by being forced to only buy a weapon froma weaponsmith and get gouged by whatever price they set?






As previously stated, the EQ economy was not player driven. People earned cash by killing things/selling loot to vendors and players. Very rarely could a player go into business by making items.


Which is funny, because to me, it is THAT type of system that would have worked best for SWG. But that's just me.


The best way to incorporate "High Level" loot into our system would be to use rare schematic drops, which seem to be the way things are going anyway.


Another good way to use Loot would be to allow NPC mobs to drop Weapon and Armor Powerups, and good ones too. This would bring more useage of these items into the game, and since the items are of a limited usage, they would not be game breaking.


Also, mobs could drop materials that would be good for crafting. Non-crafter players could sell these to Crafters who don't necessarily have the time to "farm" these items. This would add a layer of dependance that the Crafters currently do not have on Non-Crafter Players. Non-Crafters can sell these to crafters directly or on the bazaar. A Symbiotic relationship like this, of material gatherer and Crafter, would help balance the over-inflated economy of SWG IMMENSELY.


Add Bazaar usage as more important than Player Shops, as well as the ability to automatically compare prices with the last 10 sales of an item, and we would have a completely fixed economy.


Bazaar Usage is better because it gives players and crafters a centralized location to shop at. It would help reduce Starport barking and advertising, as well as make shopping convenient.


The ability to check and compare a price means that the Player Community, not the player crafter, would dictate the average price of an item.


Example -

A player sees a CDEF that he wants to buy on the Bazaar. He has 500 credits. The CDEF he wants is 500 credits exactly. Unsure, he clicks "Compare Price" and brings up a list of the last 10 CDEF purchases made from this particular Bazaar. He sees that they all sold for an average of 100 credits. Now he has to make a decision. Taking into consideration the overall quality of the CDEF, should he buy the overpriced CDEF, wait to see if another goes on the Bazaar, or travel to another city to try his luck there. The player then chooses to travel to another city, and the weapon remains unbought.


Because his CDEF is not selling, the weapons crafter is forced to make a decision. He can either leave the weapon on the Bazaar, to see if it will sell at his asking price of 500 credits, or he can lower the items price the average 100 credits to better compete on the Bazaar market.


Thus the economy is saved ^_^

Drazzule
Tue Mar 30, 2004 11:14 am
#77

Ideas Ideas. Let see what on the old noodle today.


New speacel character slot. Simulaer to the force slot for Jedi. Stormtrooper. It would follow simular rules as the jedi slot. Here are some restrictions and advantages listed below.


1. the stormtrooper would be Overt all the time.

2. the Stormtrooper would be named automaticly but the server. (IE ltc-235,GR-743 Ect.)

3. the Stormtrooper would only beable to have skill trees simular to there NPC counterparts.

4. the Stormtrooper would recieve armor automaticly based on the Perfession class title. (see below)

5. the Stormtrooper would not be permitted to have lots for bulding.

6. the Stormtrooper would not reciev rank and not beable to learn base down times.



Armor, This is a reather unique view of armor that can only really apply to this idea. At novice a stormtrooper chracter would get the cedit gear to start with. Thay would then beable to buy armor vie faction points or from generus friends or AP's that are building a fighting force. But a unique feturer to the armor for Stormtroopers is title add ons. Like a grenader would have a brown shouldpad appear when you pick that title from character screen. A master would have a yellow strip appear.


The idea is just to have a fun thing to play. On a few servers I have been on there are players who make Stormtroopers with names like gl-one seven zero and the like. seem to me that a great idea for this would be to make a unique character slot to creat this same results.



Remember, It's not just a game. It's a monthly Expence.
Sal-TiVega
Tue Mar 30, 2004 11:29 am
#78

Ok, so i dunno if this is the proper place to post this, but here goes anyways. There are a few things id like to discuss and some can be used in combat roles as well, but to savbe myself some time im posting it all in one.


ok...


radar system: The way i see it the radar system takes away from the danger of the worlds you explore, also it takes away a key ability rangers and scouts should receive. I feel that all players should have a base view of radar of 32m. As you increase in scout your range on radar should expand as well. If you go up the Explore tree you should be able to advance your radar to 128m. Rangers should be able to max out the radar after that. This also applies for the ctrl m command, and it should represent the level of radar that you have achieved. With this rangers and scouts can be used for what rangers and scouts actually do. That is lead expiditions and be able to observe from a distance any danger that the group might encounter.


conceal/cover: These skills should make a PC invis until they are discovered. Scouts and Rangers should have skills that can identify concealed or covered players. This will also help the combat roles of Ranger, Scout, Rifleman i feel and help PvP alot when the comabt balance comes out.


Quests: Im sure the devs have talked or thought about this and it is very important to any ORPG. Every class should have quests that apply to master professions. These should be high end quests that are class specific. Of course the rewards for each quest should be different Politicians shouldnt receive armor, and TKs shouldnt get crafter items etc. I know there is already a few quests like this, however, Masters of anything have nothing more to do except master another prof. These quest could give anything from stat mods to schematics to new combat moves, etc. The quests should also make you use your skills to complete the quests. Also, High end mission terms for Master profs like Bh and smuggler should be placed in certain POI's like Jabba's and Emperor's retreat. This will become available after the second run through these POIs and would give a reason to be a Jabba lackie or the right hand man of the emperor and vader. These could also be placed in other POI's those are just examples.


Combat Skills: Liek the proposed changes to weapons, with the skill progression Novice to Master, skills should have the same progression. there should defientely be a progression in how well you use your skills. Novice to MAster just like weapons.


Smugglers: Ok this is huge... why cant smugglers be smugglers in this game? Since when do they make spices?they "smuggle"spices not make them! with the Imp crackdown, this is an oppurtune time to place smuggler mission terms. Smugglers can take missions to deliver items, info, bulk materials etc, to places that are heavily gaurded with imps or Cor Secs or RSF's or any police force. I think its important to implement something liek this before the space expansion, unless you are not planning to ever make Smugglers smugglers? Which i doubt.


Merchants: Ok another big issue i feel.. The spamming is outta control. There are two things that can fix this i feel. 1) High End auction houses. Its ridiculous we have to go onto the galaxies website to find or auction high end items. I know alot of people who dont utilize those forums. It needs to be brought in game. Auction houses for high priced items should be placed in Coronet, Theed, and Bestine/or Espa. This would help alot of players out and we wouldnt have to deal with the constant spamming, though it wouldnt alleviate it completely, it will help alot. 2) Master Merchants should be able to acquire advertising spots in cities at cantinas, starports, banks, city walls, etc. This could be accomplished through quests and sheer $. Also Auction Houses could be placed by master merchants in metropolitan Player Cities and you shouldtn have to go to another planet to recieve the items. Also, these would be run by Merchants so it would be a source of income for them as well as a city for items bought or sold through the Player Auction Houses.


Planetary Govt and PC involvement: I read a post concerning PC's involved in planetary gov't control, but the only problem with it wa sthe proposed change was for PC's with high rank in Factions be able to control planets and zones. This could play a part, but Politicians need to be politicians, as it stands they are nothing more than alt characters there to make sure there is someone in office, well not all but most are like this. If Zones of control were created on planets Politicians and factions could be able to battle politically or militarily, for control. This would add depth to civilized worlds and a role for politicians and guilds to create more allegiances and enemies. Politicians should be able to have quests to achieve a type of Political rank, and these should be planet specific.


Languages: Most people wont like this idea, however, it is important i think to have some immersion in this game. Merchants, Politicians, BH's, and Smugglers should have in their skill trees the ability to learn languages, and languages for other profs to learn should cost 1 point. Unless you learn it the hard way (by exposure) of course /t would still be basic.


Death: Why is there no penalty for death? No xp loss? its a little ubsurd. No one is afraid of death... people kill themselves just to get back to a shuttle if they are to far away. what an exploit. My feeling is their is no fear in this game and this contributes to it. In other games people did not want to die for any reason because they would lose what they fought so hard to gain. whereas in this game its just the opposite, the devs feel that because you fought so hard for those xp points you shouldnt lose em? why not? with the radar system as it is and the death system as it is, this game tends to be easy, too easy sometimes when you throw in eye shots and mind shots (hopefully with the combat balance this will change) but item decay is not the only thing that should apply to you when you die.


Jedi: once upon a time Jedi were rare and were suppose to be subect to constant hunting by BH's, the Empire and had the possibilty of dying permanently. As it stands Jedi are able to keep themselves Jedi, eventually there are going to be many many many jedi running around, the balance of will be lost, Jedi wont be rareand the CONTINUITY of SW will be lost. Mr. Lucas will not be happy i think. If you guys wanted to make a game with Jedi there could have been another time in SWG universe to accomplish this.Flamers start............ NOW!


Storyline: Ok last thing, the one thign about the movies and EU is that in everystory all the planets and systems involved int he storyline are connected. Its time to bring all the planets together in a story that binds them during this time of conflict. As it stands now, the planets seem aloof from each other, and are not connected by any means.There are a few ways to do this, one is quests, story arc,GCW, etc.whether through NPC in towns, POI's or through Capitals. Another is to make the resources system planet specific, like flora. And extend the shift an extra week maybe two. This would help in a number of ways. 1) it would make guilds and Player cities form alliances with other guilds from other planets. 2) items made with say Nabooian only materials should recieve bonuses. This could be used especially in meds and foods, and could be a good way of bringing groups of players together. 3) immersion


These are my ideas, from my experiences in SWG im sure some are good some are not but... oh well


Ty

Scito Itydo

Eclipse
Page 6 of 18