Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-15-04)

Nerj
Tue Mar 09, 2004 12:03 pm
#79






Waste93 wrote:





Nerj wrote:

2) With all of the new dungeons I have noticed that there are no carbine weapons or schematics. In addition, we have the smallest range of weapon types Acid, Heat, and Energy (Which alot of MOBS have high resists to). Why?




Nym's themepark. The reward is a Carbine. Though I think it's the wrong damage type. It should be kinetic (slug thrower) but it isn't.







1) You can buy a Acid Carbine with better stats than the quest item. Therefore a nice decoration.


2) No schematic -- while they were added in both of the NEW dungeons, for BOTH pistol and rifle.


3) Give some love to the PIKEMEN too




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Drazzule
Tue Mar 09, 2004 1:11 pm
#80

Crazy idea time. Was looking at a friends account with is new FSCS. And I got a interesting idea.


A new speacial character slot. The idea is simple really. But the pitch is hard. Most will jump to the wrong idea before I even have it all said. So read the idea to the end. the give me some feedback on it. It's just a idea.


The chracter slote Stormtrooper. I have ready a few of the dev. notes one why stormtyrooper would not be a proffesion. But I was looking at my friends account and I had a thought. Would need some rules to make it work. first the main character on the account would have to be imperial. the race would be limited to stormtrooper type proffesion. ('t know look at the faction solders list) And would be overt all the time. would need a diffrent starting system. like HQ or imperail bases. Somthing like that. I would olos sugest that thay can have other "Stormtrooper" Pets join them in the nuber of 2. Reason is the old pet system gave you threee faction troops. the game would name each characrer with a proper Stormtrooper name.E.G. KV-1004. Later you can add on the proffesion selection wheel (PSW) AT-ST pilot, Tie fighter pilot, Jungle, andDesert. And as most of you have guest I have left out Darktroopers from the list or higher end troopers. Thay being to powerfull maybe to start with. Might be a new profesion tree later to advance to.


The other thing is it would have to have permadeath and follow some ofthe same rules as the jedi slot.E.G. Can not own a building. And like the old jedi rules permadeath afer three lives.


One of other reason I thought this would be "Fun" And I am looking at it from a purly fun perspective. Is all the imperial players who like to dress up as storm troopers. This would let them be more into the character.


And the last reason as a rebel player I find it bothersome to be attacked in my base buy a bunch of misc looking characters. I would like to be attacked buy a bunch of stormtroopers. The effect would be fun.


Well there it is. A simple idea.


Armor? Well, I think there are a few ways to deal with that. The low level troopers I have seen seem to wear a jumpsuite. You can get armor via faction points or friends.


Hard to play? Almost impossible? Well it is a secound or third character. You should beable to have some friends help you stay alive for a little while. And it is only for fun.


Now ther are a few problems with this some will see them right away other won't. Iot going to list them all here becuse I would like this to happen. I am a reble player. And I have my reasons to have this work. But I would like to hear all the pros and cons to it. Might open the door to other interesting options. E.G Gungan, Ewok, and jawa races that would be heavly limited on there abilities, weapons, And mode of travel.


Alrighty then I am done now. Take your time read it add and subtract. Make it workable tohoot it down. Have fun kids and lets see what we can do.





Remember, It's not just a game. It's a monthly Expence.
Hisler
Tue Mar 09, 2004 1:38 pm
#81

This Is a very Good Idea !!!!!!





One of the biggest issues in SWG is the lack of content and especially so when you reach your master of 3 professions. Most people at this time experience a little bit of the GCW and then explore some only to realise they have done it all except for Jedi and this is the reason why we have around 1/4th of the server population's hologrinding to be jedi. It has been tossed out before that there should be more advanced classes that are just as hard and rewarding as Jedi should be. So here are a few ideas I would like to toss out for elite professions.


Assassin aka Elite BH - prereq's would be to master bounty hunter, rifleman, carbineer, pistoleer and smuggler.

The assassin would basically be the same bounty hunter that we know now but with added perk's such as the ability to use Jet packs, grappling hooks like boba to disable his victim and certification to use the famed Mandalorian armor. Bounty hunterssay that they wantdefenses plus all this cool stuff well here it is.


Starship engineer - prereq's - Droid engineer, weaponsmith, armorsmith, tailor and merchant. The name pretty much describes the players role in the game they would be the ones that have the ability to create starships and even capitol ships and when they arent creating ships in a space dock they are very valuable as damage control on starships during battle... AKA Scotty, except he cant beam up crap here.


Combat Engineer - prereq's same as above - Job title explains what this guy can make. He is able to craft combat vehicles and repair them these include AT-ST's and AT-AT's for large guild battle's. Also they would be able to craft factional bases and Turrets.


Advanced Armor and Weaponsmiths - prereq's all the crafting prof's - These not only can craft all the normal armor and weapons currently in the game but they can create enhancements for the current items that are as good as the current Krayt enhancements today. Also they would gain the ability to make factional armor thats as good as composite today and be able to make Mandalorian armor.


Cybernetic bio-engineer - prereq's Droid engineer, doctor, tailor, armorsmith and artisan - These babies would have the ability to craft armor and clothingskill attachmentsthat are as good as any in the game plus gain the ability to craft cybernetic enhancements that fit in implant slots on a player that offer permanent stat buff's not to big to make them unbalancing though.


Combat Vehicle Pilot- prereq's smuggler, brawler, marksman, scout, ranger - This guy has a basic understanding of combat but his main skills are dealing with driving or piloting vehicles in combat. He can pilot the AT-ST, AT-AT and starships. Hes also good at being a gunner in any of the vehicles mentioned above also. Also these guys have the ability to operate artillary or starships for planetary bombardments.


Commando, special forces - TKM, Commando, Squad Leader, Carbineer, Scout - This guy is IT when it comes to the battlefield. Not only can he do all the things that a commando can currently do but combine these with the melee expertise of a TKM and the ability to enhance the outcome of a battle with group abilities like the Squad leader gets. Also several times a day this soldier can designate a waypoint for bombardment. Basically he signals a combat vehicle pilot either in an artillary unit or a starship so that they can initiate a special attack on the region.


Weapons Master - Melee - prereqs - TKM, Fencer, Swordsman, Pikeman and brawler - You got it these guys are masters at any weapons dealing in melee damage. They have a wider range of weapons than the previous classes plus the ability to hit any HAM pool with any weapon of choice instead of just specific pools for specific weapons. Also as they level up they recieve TKM like damage bonus for any weapon they use.


Well thats about the limit of my creative mind for tonight. Each of these would be a very good alternative to playing Jedi but they should each be balanced in the same way as Jedi are. Balanced in the way that each of these classes has to be factionally aligned and that they take slightly less experience to master than Jedi but they would suffer from skill loss also. With greater power comes greater risks and rewards. The upside though is that each of them would take 5 professions to master that are known so people wont suffer like we did during the Jedi grind or have to go through a long drawn out quest under the new system.




Also for the GCW make a note these Classes will all have a factional Side to them .... Meaning you just cant stratle the fence anymore .... These Classes cannot be mastered in a week or two like the old classes they will be considered true elite classes meaning the professions must be overt. The soldiers will only be able to group with other overt members and the crafting classes will have to craft in friendly cities.....
Aeron-Blackthorn
Tue Mar 09, 2004 2:17 pm
#82







3. The faction farming crackdown has to stop. It's become game breaking on our server.







Oh good I'm not the only one that thinks the Crackdown while a great idea in concept has basically made the entire game a rebel faction farm. Why bother to take a base or run missions when you can sit in Entha and kill Stormtroopers by the dozen?




Aeron- Blackthorn / Jedi Desperado "Hi Ho Banta Away!"
Adriana- Darksun / Master Carbineer / Bounty Hunter

THIS IS NOT THE TIME FOR DWARVEN RIVER DANCING!!!
Gojita
Tue Mar 09, 2004 2:25 pm
#83

TH: I have a few ideas. I remember you saying that the Imperial Crackdown Stormtroopers would make little fp and xp when killed, but I would like to know your status on it now and if your still pushing it to the devs.


Quests: We need more of a variety of quests and some more loot. Maybe on some quests, maybe the new jedi quests, could have more then one ending, depending on which choices you make. It was like that in SW KOTOR and thats why KOTOR is one of my favorite games.


Rifleman Specials: Some of the specials are useless because they are the same thing as another special. For example, Flushing shot and startle shot have the same thing but flushing has an extra thing, making startle shot useless. Surprise shot is useless also.



I am still glad that your guys are addressing the big issues and I am thankful for that






Account is closed on August 7, 2005, untill then, TROLLING TIME!

Scoricco
Tue Mar 09, 2004 3:31 pm
#84

This post has been on the tarq boards for about 2 weeks. I thought i should insert it here before i release the second version of

Scoricco's Space Expansion V.01B

The next update of this should be out next week

My personal introduction into SW has been through the games. I’ve seen the movies and have also spent many an hour daydreaming about things in the SW universe. Jedi seemed to be very intriguing to me at first, but for me playing those space games were what really held an essence of a bigger picture of SW for me. I’ve played through the entire series of the Space games (X-Wing, Tie Fighter, XvT & X-wing Alliance ) and my passion for the series holds great value to me. With the space expansion for SWG holding that much potential for gamers and Starwars fans alike we have an opportunity now to seize that and make it our own. This potential must be harnessed to please a decade of games and the dreams of the avid fan base of Starwars. Since I think that we here on the tarquinas server are the brightest players of all the galaxies I thought I’d start my campaign here.

With my thoughts I don’t see the Devs talking about the SE until at least past publish 8-9. My intention is to start campaigning for the SE of the fans that suits the legacy of the games in the past that have created that ‘feel’ of what the space games have had. I agree that there must be a balance struck between having a game like XvT or XWA to what the roleplayers and MMORPG players want. Also meshing it into the current game so that it fits in a seamless way with the coding style of the game.

I will argue throughout my campaign that the SE MUST be twitch based with Joystick support. Meaning a players skill and tactics will be one of the highest contributing factors in play. For example a player in a Z-95 that is skilled a pilot could easily dispatch a more novice player in a T/D ( not that we will see the Tie Defender in this stage of the SE time line ) or something that’s got a lot of grunt to it as such.

I do agree that there must be some restrictions in place to make it so use of different craft and weapon loadouts be more assigned by a skill tree as such. Having it in a suitable format will create a good balance that will enrich play rather than work against it. For example missile certifications like the concussion missile would not be available at the Novice Pilot skill but perhaps come in at one or 2 skills later.

Obtaining factional ships.
How I would like to see it in the SE is that factional ships could be obtain through faction. What I have in mind here would generate a bit of content to the game in the form of becoming certified for a ship. Example a player goes and sees a factional recruiter on a starship or station and at the cost of faction gets will activate a training mission for the craft they want. This craft would be used as the training ship with a set armament and a mission would have to be taken simular to the ones in all of the space games that have been in the past. Nothing too extreme as to turn players off or have them not want to do it. For this situation we have to put in a little bit here so that it doesn’t look like a player just went out and bought a fighter. I think that player rank too would have a lot to do with it before being able to qualify to do the mission, that is for more advanced craft.

I do have a rough idea on what I think the Pilot profession skill tree would look like. I would highly think that it would be a starting profession. For this version I think it would be better if its not included until we get a good idea on what things should go there and what skill mods should be included with it. How I think it would roughly look would be a 4 tree ( bonus points here for me from the devs ) skill onion off novice and finish up with Master box up at the top. At the moment the trees to my view would consist of a fighter tree, a bombing and armament tree, a support tree and a gunnery tree for the fourth.

I might touch briefly on the types of things that might be included with each tree now.
Mods
Turning speed.
With some of the mods that I talk about I would think it fair to say a more skilled pilot than a novice one would be able to get more out of their craft they are piloting. For example a ship can only turn so far with its equipment. A more skilled pilot would be more willing to exert physical ability to withhold forces acting on them than what a novice would. Just say a skilled pilot was going to take a tight full turn as such you would expect a more skilled pilot to do a smaller turning circle than what a novice would. Even though the craft have the same equipment. It would be considered that a craft would have its own potential of turning this skill mod would have an effect on a player to reach that crafts potential turning speed.

Targeting lock.
This one would be pretty straight forward a more skilled pilot would be able to get a lock on a target quicker than a novice would. Bonuses here would effect how quickly it would take to get a lock on a target with a missile.

Gunnery speed.
Again a mounted gun would have so much potential to move a more skilled gunner would be able to get more out of their equipment than what a novice would.

Docking and transfer speed.
This one really works for support tree. Upon docking with something higher skills here will decrease the amount of time taken to dock with a ship as such and faster reload/transfer. For example just say a someone is playing a role of a support ship for reloading it may take a novice a lot longer to dock and then once docked to reload a ships armament. This does not have to be for just for this scenario. It could work for doing non-hold transfers from ship to ship. ( non-hold concept explained below )
I think the concept of having some items that can’t be physically held on a player would give need for such things as binary load lifters and freighter ships as such. Things that I would consider requiring such things would be some crates of factory items. Things such as a create full of houses, or a crate load of droids or weapons as such. Some big things that are currently a little unrealistic for a single person to carry or would be considered physically impossible to carry on a person. Items that could be not held on a player could still be accessed from say the droid’s storage or the ships cargo hold, to get items out of these to use in crafting or carting. Still people could get around this by single carrying of some items. Example person wants to cart a load of vehicles, a crate full could be carried on a droid or the individual deeds for them on a person. It would mean that transporting of items like that could still be done but it would take up a lot more space in a persons inv than what they could in a binary lifters cargo space.

(these are examples of types of ships and mods certifications will come in the next version and a more accurate placement of ships )

Novice Pilot
Craft Z-95, T/F, Tug , ect
Formations: Line abreast.

Fighter tree
Craft: R-45,Naboo-Fighter T/I, X-W Z-95 for instance fall into these categories.
Mods for this tree may be a faster speed up and down and perhaps a bonus to turning speed
Formations: 5-Star, V-formation
Simply put a profession for providing space superiority and light assaulting.


Bomber tree
Craft: T/B Y-W
Mods: targeting lock
Formations: staggered, ect ect
This tree would provide the more heavy assaulting aspects for what they would be used for most.

Support tree
Craft: Shuttles, Light freighters, transport ships.
Mods: Docking & transfer speed
I would see here that this tree would be used as a supporting role. I would think in this role a fair amount of maintenance and tinkering with things would be done. To a degree I would think adding such things that would give enhancements to equipment would be considered here. Stuff like speed enhancers & repair kits for broken equipment. I would not make the xp for this tree be crafting based only but it might be understandable that the xp for crafting things and repairing would be used for the specialist profession off of this tree for Ship builder.

Gunner tree
Gunner Speed
There may be turret certifications perhaps in the SE so advancement in this would warrant more powerful types of turrets to use. IE laser batteries and missile banks. These however may only be required on capital ships for the more advanced turrets. I figure that commanding capital ships would be included in here so this tree would be used for a lot more than just manning turrets on ships. Future release may refer to this as the Navigation tree. Which would deal with mapping hyperspace routs. Also for auxiliary roles as such

Master pilot
Beam certification, Jam, decoy, tractor.
Craft: YT-1300
I figured that placing this one here over in the support tree due to how the Falcon work in Ep 4 upon escape from the Death Star. I suppose that any dolt could pilot one of these but not how it will be done in the SE. People will want these short of having a capital ship because these would be one of the most well rounded craft in the game because it really covers all 4 aspects of the trees in getting there.

Multiple player ships
It would be considered that a lot of craft would have manable positions like guns or bombing positions. I do know that in the Starwars history there were craft that would have a pilot and a gunner. One would fly the ship and the other would take care of the armaments. This could be fun but it would require some serious coding. I understand that there has been some consideration into adding multiple placing for a lot of things such as mounts and vehicles even to some types of furniture. I would think it a very important point in the SE if this was to exist.


“i've done a lot of modifications to this ship myself’
For this draft I wont go too much into what the shipbuilder would be capable of until the profession is properly felt out. However it would be considered that both a master pilot and a shipbuilder could be used to retro fit a ships equipment. I feel that a lot of players would take a lot of pride in being able to fiddle with their ships to get the best mix of equipment and capabilities for their ships. Once a ship is made being able to add a turret or change guns add a hyperdrive or shielding to craft would be well in many players interest. Example a stock freighter is purchased with a standard armament for engine, shielding, weapons as such. Being able to tinker with a craft would be very appealing not from a RP aspect but from a gameplay aspect

POI’s & themeparks
Stuff that could be coded as content could be a wide amount of things from Dunari’s Casino, Kuart Drive yards, the Kessel run. There may well be a few other planets and stations that could be added like Ord Mendal (sp?). Planets that could be flown to explore the system around it just like I think Yavin is. Things like gas giants and asteroid fields. Stations and platforms could be added as well. ( I think that a platform could be built but it would have to be off a master shipbuilder tree )

Populated space and deep space areas
The idea of having a station or a own little corner of the galaxy into which operate. Plan and strategise in would be possible to do. Constraints here would apply to server space. It would be understandable a certain amount of space could be put aside for deep space. Populated space would be closest to shipping lanes and planets. However I’m sure that there could be areas that in deep space players could forge a way through to get to different places a lot faster.

Factional space travel.
To keep things nice and ‘fun’ there are factional ships and there are non factional ships. To pilot these ships you would be clearly supporting said faction and would have to be Overt to pilot them. This goes for all ships that fit into this category from fighters through to capital ships. Neutral ships are just that. Covert ships and cruisers could become overt and become covert again with the 1 hour cool down.

Pirates, marauders, imperial and rebel installations
Would be present around the galaxy to serve as bases and points of interest.

I suppose that factionally set bases such as these could be purchased with faction and could be taken or destroyed. To make things ‘fun’ as the devs call it would have to be done in a way that was griefless as possible. I think the idea that a player station or even capital ship to be turned would be a great gameplay aspect a well coordinated team for firstly take care of the fighters lower the defences of a ship and board it then a team could be used inside the station and take care of the troops inside. Then through a system simular to destroying a base either activate a self destruction or try to make a run with a freshly turned ship.

Starting off once the SE goes live there would be no shipbuilders at all to build the first ships. So It would be fitting that a few ships could be added to Master Artisan that would require components from weaponsmiths (guns) architects ( furnishings ), armorsmiths ( shielding. ), ect ect. I think far more should go into crafting a fighter as such than what it does now to make a vehicle. I agree that crafting fighters and stuff must not be impossible but I think to a fair degree a lot of stuff would be required to make a fighter and far far more for a capital ship.

Blockades and space pursuit.
From time to time for example the Imperial crackdown may blockade a planet and scan craft as such. Things making a run from a blockade would generate negative imperial faction. Guilds at war may choose to take simular matters into their hands.

Space harvesting
There is possibly room here to explore an option to have some items that could be harvested from in space. Suitable extractors could be purchased off a joint venture between shipbuilders and architects

Stuff for next draft would included
ship timeline
a more accurate profession tree
Death and cloning
More on capital ships
More on Ship builder profession
Missions in space and the ability to transmit missions from a capital ship to a fighter base



____Tarquinas_____________________________
THE LEGEND OF SCORICCO
Aussie Aussie Aussie Out Now for PC________

Where the bloody hell are ya? In SWG 21 days of Scoriccovision!
Waiomacca
Tue Mar 09, 2004 5:06 pm
#85

Okay .. this is kind of silly but it would be cool. What if I could take that screenshot of me and my mates with a dead krayt and frame it and put it in my SWG house? Maybe I need a master artisan to craft a frame or something .... it would definately be fun in house or guild hall to see picures (in game) of prior hunts.
Balzan
Tue Mar 09, 2004 6:57 pm
#86

Hello I want to address the faction point perks.

No objections before I begin?

Good.

Firstly and most importantly why would someone want to join the civil war? There is at this moment (besides PvP) no reason for anyone to actually choose to join either side, so the empire has AT-STs but is that all that you want? What does the rebellion have? Well strangely enough they have numbers. What I propose is you actually make the involvement in the GCW more Player Character based, not NPC based. I would love it if you could actually start outas a stormtrooper, how this would work is you get asked at character creation what calss you wish to be before race and before modifications to the character occur. Stormtrooper should be added. Stormtroopers should be given FREE armour by the Empire, but they are not able to carry any money, sliced items, or non regulation items, or non-stormtrooper armour. For these characters they MUST have random generated names, based on the Storm trooper names (TK-421). This will also hopefully increase imperial numbers (we're not searching for balance but realism to the Star Wars films), the rebels should be grossly outnumbered to the imperials, the empire is billions the rebellion is thousands. The player would not be given a choice in how they look though, as they are just a clone.


There is also the problem with increasing in rank, what is there to make someone want to get to general, or admiral, or grand admiral? hell what is there to make you want to go up to corporal? Your faction Point maximum is increased, in other words, nothing. What needs to be done is make it so that as you go up every 2 or 3 ranks you can have an extra personnel member so you can eventually be your own small army without needing to sit in Coronet yelling "'Naff hunting group forming" you can take initiative, and hunt rebel scum, or the imperial oppressors. Also as you increase in rank fp prices should decrease, instead of staying fixed based on race, maybe -5% per rank or something, but I'm sick of having to shell out 452 fp for a storm commando, a high ranked member should be three times easier getting anything from another imperial. I don't think emperor Palpatine spends all his time on Lok doing 150fp missions all day long, muttering stupid bloody stormtroopers, why does stormtrooper armour have to cost so much. Imperials should have everything much cheaper in fp, but will need to subsidise this in donations to the Empire



Taerl Setran | Churen Tek-Den
Smuggler 90 | Elder Jedi 90----|

Crew for the Undermyth/ideas for your own crew.
Underworld
How I see NGE smuggler working
DISCLAIMER: By reading the above post you waver all rights to take my post as offensive and completely understand that whatever said that could be misconstrued as offensive was instead offered as humour, unless stated otherwise.
robzombie0421
Tue Mar 09, 2004 7:51 pm
#87

Greetings,

I'm not sure if these have been mentioned anywhere sicne I'm not usually using these forums . . .

#1) Changes with Rebel and Imperial Armor.

I think for the fps cost, it is let's just call it a crappy deal. When I used all of my fps on the rebel armor I was pissed when I saw the helmet, the armor is made specificially for Mon Calamarie. I think the Marine Armor should be made for all species, the armor should be based off of comics or the movies released now, I've seen some good designs and would be happy to show some that I think are cool if you want. Myself being a Rebel ask that even for Imperials the armor is increased so there is more protection. There are to many Composite suits running around town.

#2) Imperial Crackdown

I would like to see more Imps npc and scanners in Bestine, it would make it much more harder for rebels to go to town, Also I think turrets palced outside the town would also make citizens and imp players more safer and in power.

--------------------------------------------------------------------------------------------------------

Just my .02 cents
EemteePwamyss
Tue Mar 09, 2004 8:57 pm
#88

Could the Character Biography come before listing of Badges Or could Badges have their own TAB to be veiwed when examining a character? Why cause I like reading character bios.

Hats! We need hats =), New and interesting yet sensible hats. And more clothing templates. Like maybe the naboo wardrobe from Episode I, both Military and civilian. and especially the hats =)


Pigtails Hairstyling =) Can't be a cute rodian bounty hunter without pigtails.


More armor styles that work like composite so we can have some variety. I think alot of us are sick of seeing the Composite Clones wandering the streets. Variety =)


Instead of making existing droids combat capable, why not make military grade droids?


Why do the Faction clothes have to be overt only to wear? I understand why armor is but why the clothes?


Non-Aligned Bounty hunters should not have to have Mon Mothma's permission to go into Exar Kun's temple to kill a Jedi I should think.


Smuggler, Pistoleer,& Bounty Hunter should be able to use two pistols at the same time.


Several articles of clothes need a broader color palette.






*****************************************************************************
Holocrons are trophies me keeps in me den as paperweights.
Gambler666
Tue Mar 09, 2004 10:05 pm
#89

I have a request that is not real big but is very important. Could we please try to get the bug fixed that makes it so that you cannot see your own HAM meters when you are buffed. As far as I can tell while you can see other members of your group that are buffed, your own HAM meter only goes up to around 1000. Any bar that goes over that amount just looks maxed. This is a big problem because if you are buffed and being hit hard you cannot see if you need healing easily until you are almost dead. It is something that has been around for a very long time, and it would be nice if they could add it to the next major patch.
solarijedi
Tue Mar 09, 2004 10:30 pm
#90

wellI think a good idea in SWG gameplay is to put faction assault vehicles no just convetional swoop bikes


imagine whole faction fighting in rusted hvy mech destoyers as well not to count when space exploration could be available with faction ships too( stardestroyes and rebel great ships as well) could improve the whole game


Phobeus
Tue Mar 09, 2004 11:05 pm
#91

I think that there should be a way to surrender learned laguages, most people know all the languages, so what is the point of the language system? When a person makes a new char, he usually just accepts it when his friends teach him languages, only later does he find out that it might be fun to actually not understand every language, he might want to actually use the language system. Anyways, ya, there should be a way to surrender languages.



Phobeus Apollo-PvP Genius "the only person to be dominate in PvP without mods, no need for Skill attachments when im already skilled enough"
{{Dread}}
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