Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-12-04)
TH -
I don't know if you or any of the other DEVs have ever played EVE or not, but they have a feature that is both simple and EXTREMELY USEFULL...
the Mini-Browser. A small text viewer that the player can enter a URL and it will display very basic web pages from the internet. The Mini-Browser only needs to handle VERY BASIC tags like Bold, Underline, Italic and the basic Form elements (text box, submit button, etc).
This would let players create in-game event announcements, PA Notices, PA applications, with basic from abilities the possibilities are TRUELY endless. All the processing would be on the remote web server of course - no scripting or anything on the client. Just an extremely basic browser.
Image: In game user launched mini browser to their PAs mini-site. A small form is displayed where they enter the password (processed on the PA's website not by the game) and then that player has access to PA notices, news items, inventory lists, event locations, just about anything!
Please consider something like this!
erroroccured wrote:
4. Am i the only one who is loosing hope on this game. It has been out for over a year and we will have expansion pack information at E3 prior to the combat rebalance or profession revamp. What sense does that make or promise for the future.
Thanks
How do we implement smuggling beyond a "mini game" without harming the current gameplay of other professions:
I think this can be accomplished by simply listening to the cries of other professions. The two things I often hear are better loot, and better resources. Perhaps creating some legendary loot, with random drops from high level mobs, and making them illegal to carry is one way. A player could acquire this, then use a smuggling interface to have it transported to their home planet or elsewhere. This allows the devs to maintain some order by not allowing players to run around everywhere with uber non crafted weapons, however transporting it to your home city allows you to defend that city better, thus expanding the content of the GCW as well. The other aspect is resources. I read an external crafting forum often, and the most common complaint is the need for more high level resource spawns, especially in regards to organics. (I believe flora farms, but I am not entirely familiar with how they work.) The devs could code an additional extraordinary resources with low, random spawns. The catch here is that use of these resources would be detrimental to the efforts of the GCW, since all high level resources are needed, and would become heavily taxed. We would not be taking away from what they already have, but simply adding additional elements with a catch. This prevents other players becoming angry for the devs taking away something they should not have had in the first place.
Now I would like to discuss how to implement the player to player interaction and systems that would allow smuggling to be implemented:
1. Smuggling missions. A player has an illegal or heavily tariffed item that they need transported to another planet, and therefore requires the services of a smuggler to get by the fines or taxes from transporting themselves. That player can access a smuggler terminal (sorry for those that oppose this, but there is a need for some 3rd party interface to ensure players can use this service without the fear of exploitation). The player can either enter a specific smuggler when creating the mission, or leave it at random for any smuggler to access. The smuggler never actually takes possesion of the item to be smuggled, but carries a tag (to prevent smugglers for stealing the item). The price of the mission is computer generated to be half the fine or tariff that would be paid should the player transport on their own, thus tariffs and fines would need to be high in order to make smuggling worth it to both the smuggler and other player. If the smuggler failed, he would recieve the option of paying half his fee to the mission creator, or recieving a double penalty on their counter (I will explain this more later.) If mission is failed, then the item remains at the originating terminal since the item is not delivered until the smuggler successfully delivers the tag to the destination city's terminal.
2. Smuggling scans/checks. I have read that the devs have stated that a constant scan of all players in starports is impossible withing the game mechanics. I believe there is a much simpler way to do this check without bogging down the system. A new option on the ticket droids' radial menu will be "check which items are under embargo" (or something along those lines). This will allow a player to make sure he isn't carrying anything illegal prior to boarding shuttle or starship (no slicing check at this time). When a player boards a shuttle/starship another check is done for illegal items and will determine where the will spawn upon arrival. I believe this will reduce the bogging down that the devs fear from constant scanning. All players have a 25% chance to pass this check, as customs agents can often overlook things. Novice smugglers would have a 30% chance, UW I=40%, UW II=50%, UW III=60%, UW IV=70%, and master smugglers have a 75% chance to pass this check. This allows any player to choose whether or not he wishes to take the risk of transporting the goods himself, as well as allowing the smugglers some chance of failure since 95% pass rate on these checks is believed to be too high by many on this forum.
3. Failure of illegal/smuggling goods check. This is where incentive for further player involvement comes into play. If a non smuggling player fails the illegal goods check, he spawns at a customs office (in one of the many unused buildings in the cities) instead of the starport/shuttleport. At this point he has the option of paying the tariff or forfeiting their goods until they are able to pay (goods can be paid for and claimed at a bazaar-like terminal in the customs office). A smuggler would face a bit more of a problem, with a few more options, since he is a criminal. Fast talk can be rewritten to where the smuggler at this point has an option of offering a bribe (of a computer generated amount). If he fails the fast talk check the fines and tariffs increase. The final option he can use in order to not pay his fine/tariff is to blast his way out. To further the incentive for player involvement, any player grouped with the smuggle at that time will have access to the room the smuggler is being held in order to help him blast his way out. The number of "authorities" in the room will be dictated by the size of the group the smuggler is with as well as the smuggler's "smuggler faction", and will only be attackable by those in the group.
4. Smuggler faction and counters. Everytime the smuggler passes an illegal goods check he will recieve "smuggler faction" points, if he fails he loses points. These points are determined by the value of the goods he carries. A dual counter will also keep track of the smuggler's failure of these checks during missions (similar to what the jedi's have). The first counter will prevent a smuggler from accepting missions if they fail too many missions in a short period of time (in order to prevent exploitation by bounty hunter/smuggler alliances). The second counter will continue to add up until a smuggler generates enough counts to warrant a death mark. Once a bounty hunter executes the death mark, then both counters are cleared. For those players that do not want to participate in PvP, the mission terminals will have 2 screens. One being player generated missions, and the other being computer generated missions. The computer generated will be worth less credits and less faction since there is not as much risk involved by avoiding the death mark system. This also allows players who have maxed their temporary counter to continue to do smuggler missions while waiting for their counter to deplete. Non smuggler players may also need to have counters that will prevent them from claiming so many items per week from the customs terminals.
5. Slices and Spices. At this point I have to stand by the point that both are illegal. If either are discovered by illegal goods checks, then tariffs and fines, although considerably less than that of other goods in order to prevent player outcry, should be levied. These fines can be paid and items claimed at the customs terminals as well, however the sliced item will be returned in "good working order" (the item has been reverted to unsliced form). Unfortunately it has been pointed out that this could wind up being exploited so it may not be feasible. I believe this will also further the demand on weaponsmith and armorsmiths since smugglers will need to keep both a sliced and unsliced weapon on them in order to fight their way out when needed.
Other possible additions to smuggler:
1. Create alias. Allow players to slice ticket terminals in order to purchase tickets under a "false name". This would be useful for players needing to avoid bounty hunters and would also allow a check (dependent on slicing skill) that could would prevent the accumulation of another counter if caught. These alias tickets should cost the same or more than normal tickets.
2. Slice information. Allow players to slice BH terminals, not to remove the players name from the terminal, but to randomly change the supporting information the BH recieves about his mark.
3. Low blow. The Low Blow action needs to become just that (or an additional unarmed low blow added to dirty fighting), the melee action we've been asking for. It should cause the recipient to drop one posture and (since delays are taboo apparently) cause a dizzy effect when trying to get up. The opposing player/mob can still use their attacks, but only from their current posture until they can return to standing.
Thanks for your time and good luck to all. Thanks also to the other players who's ideas this has spawned from.
Zane
i for one love the game - perhaps even too much. so /patOnBack to the devs.
1. please finish off old things before starting new ones.
2. please deal with loot camping and make a statement to its affect
3. please reduce the number of credits in the economy. what intrigued me about the game was the economic modelling opportunities it may offer. I'm too dumb to do them, but I bet some Harvard/MITprofessor (grad studentat least) might love it. consult with them. I know you've cited some cases where you were concerned with "impact of technology", eg vehicles, I'm sure there are others.
4. armor - where is the cap. will people not be satisfied until all stats are 100%. where's the fun in that. it's relavent to the mandalorian armor,or whatever it is.
5. back to #1. finish combat balance - uncertainty is your enemy. it has a negative affect on any group of people. the star wars universe is 98% based on combat one way or another - therefore this impacts almost everyone. it also impacts #3.
6. read The Prince. unfortunately you are the prince. gets back to #5.
7. a liberal arts education may be worth something after all (not that I'd know, this is all bidness).
OK, this is my second post in this forum (first one on page 2-yowards the bottom) and I would like to clarify some things and comment on some of the other great ideas.
First, I thought this was a concept thread so I didnt make any reference to existing problems and fixes for them. However, since most posts seem to be about the state of the game I will add my two cents. I will also make reference to EQ alot since I figure you are the same company that made that great game, but appearently have missed something vital when making this one.
1. The mind ham bar - Change it to act like mana in EQ. Meaning it gets used up when specials are used. The more someone spams specials the faster it is gone and then oops cant do anything. There are only two professions in that game that can directly effect the mana bar, and that doesnt kill a character, it just cripples their ability to do things. We wouldnt have so many cries for nerfs or have so many people with stat migration towards mind if you eliminated the mind kill in pvp and in pve. Changing the way mind works would also eliminate mass spamming of specials - thus more strategy in pvp needed and teamwork.
2. Quests - Again, there have been so many people that left the game due to boredom. Even your quests are boring. Ex. Talk to jabba - go to waypoint - talk to flunkie - return to jabba - get 50 credits - talk to jabba - go to waypoint - kill some flunkie - return to jabba - get some ugly poster. etc etc. In EQ some quests are simple but most require alot of work and/or help with missions. In SWG most people have either already achieved mastery in 1 profession but more then likely in multiple professions. There isnt many things a master of any combat profession cant do - solo, let alone throw a doctor or combat medic into the mix for them. Where are the EPIC quests in this game ?, where are the Difficult quests in this game? where is a quest other then going to a waypoint and either talking to a flunkie and then immediately returning or killing a flunkie that even a non combat profession can kill. I could care less about a badge that said I have been to a cave....so what! and a reward of 50credits? you cant be serious? We all know a newbie cant even get into jabbas place till they build up so faction, by the time they get the faction they will have earned a heck of a lot more then 50 credits.
3. Variety - I feel I am playing Composite Wars. I know i said this previously...but it needs to be hammered home to you folks. In EQ there are penalties and benefits to wearing different outfits. Now I know your going to say but we have HAM penalties for heavier armor....ROFL any decent Doctor can wipe those penalties away in about 1 minute...AKA the buff. Where are the ability to move fast penalty? Where is the decrease in Combat penalty? Where is the benefit to wearing Tantel or Bone armor? Other then for looks there isnt any. Balance the pros and cons of armor.
4. GCW - what war? I know on the two servers I am on its almost non existent. And when it is going its a race to see how many combat medics and doctors can get into the mix. I should know I am both. whats the point of earning faction points? To build Bases? Turrets? Buy crappy armor? buy a weapon that cant hit a player standing still? Or how about some meaniless Tool chest? you get the idea. Where are my benefits for going out and taking on the opposition? For instance, someone mentioned earlier about 1 time schematics for armor to be crafted - now thats a great idea. Now I can actually fight a stormtrooper or whatever a rebel is.(a marine?). How about different schematics....you have the models for scout troopers already built, add snowtroopers and space troopers and How about for 100 million faction points Imperial Guard armor...now there is something to shoot for...something EPIC. Use the rank structure for alternate advancement. For instance a private gets squat..rofl...but a Sargeant.... can use points to boost their ranged defense or sniping ability or combat healing speed or etc etc. much like skill tapes, but permanent...then maybe we can have variety in the game instead of TKM/Rifleman templates or TKM/doctor or etc. you know the drill. this will get the war started back up, but please make the faction points needed high so it takes people along time.
5. Mastery of professions and new skills - ok seriously you people need to make it harder to master stuff.....Its sad when i see people hologrinding their 23 profession, and they did the previous 22 in the last two weeks. In EQ, except for the hard core gamer it takes a year or so to attain mastery. There is no incentive for me to play this game right now. I am at the top of my professions respectively, the only incentive is money or to help people hologrind. And to make it worse, when you do introduce new stuff you plop it in already acheived skill slots..AKA the speederbikes. Please tell me when the space expansion comes out you arent giving spaceship design to architects and plopping the Star Desroyer schematic in Buildings 1(extreme example, but you get the point). Again what would be the incentive if you do that? to go harvest more minerals? rofl...please.
6. Honesty - You really need to work on your human resource department. When you Hype a big deal about a publish, please make sure the product lives up to the billing. I prefer to hear from you that A. you are tryig something new B. You're not sure it is what we asked for C. it's only a stop gap measure while we get the real thing worked through. Then what you are currently force feeding us. AKA the droid publish, LMAO - so artoo can shoot a laser now. Oh but Artoo only has 1200 hitpoints - hmmn artoo goes up againt savage quenker - savage quekers eats artoo - artoo is now parts all over the ground - player cant believe they spent 120k on artoo with laser. In the wall paper you dont show artoo shooting lasers you show COMBAT DROIDS. Where are the combat droids? Talk about major community disapointment. Have you guys done a poll checking on suicide rate for DE's? Does someone in your dev department have a personal issue with droids and their makers? Heck I feel so bad for them I randomly tip them 100k just for advertising their title. Note any Master DE's on my servers come see me for handouts - poor little engineers.Devs do the right thing and give them and the community what we asked for. How hard is it for you guys to watch the star wars movies and go hmmn...IG-88, a bounty hunter droid...we can do that.
7. Tools - You stated to the community that this game was going to be player driven, i.e. the economy, the cities, etc. etc. Well the economy is excuse my french...Whack, the cities are empty and not used except two. Theed becuase you dont have to wait 10 minutes to shuttle and Coronet to get to the planets you cant from theed. Meanwhile there are any number of afk people spam shouts come here to my vendor at such and such creating the worst feeling a game can have, short of the Old Tunnel in EQ spamming. And now you have decided to make it worse with spam bots. Who is the genius that thought that one up?. Does SOE own stock in a RAM manufacturing company? Because if anyone haslower then 1 gig of ram walks out of those starports with all the new spam bots coming they will be stuck there for 20 minutes. Please give us the tools to make player cities more attractive to use, more mayoral controls, maybe starports for metropolis or larger cities. See my previous post for some of those ideas. Let us make them look more like cities too, with the limited enhancements to our cities they look like crap.
8. Color - Ok we can change color on our armor and tailors can change clothing colors and now Image designers will get more options too, thats a good start. Now how about you let architects in on that game too? I would like to see different color furniture, houses, plants, etc. etc. And while your at it , lets add more plants, more variety to that...I applaud those of you that have found graet ways to use existing pieces to make your homes nicer, but I think colorization would go along way. And plese allow the color mods and bikes, droids to be permanent. Allow Bio engineers to alter the DNA of a rancor to be blue if they want...Variety = less boredom more money for the crafters etc etc. Someone mentioned new clothing or variations on existing stuff. Please listen to them. I am sick of trying to make the same outfit look different from every other female I encounter...Its very hard to be honest.
9. Content - I know I mentioned quests earlier but I feel I need to speak of it again. In EQ every 6 months or so you guys add so much new content for both young and advanced characters that there isnt a player in that game that has done it all. Hmmn in SWG, i would say over 50% of the population has done everything they can do. And if they only get back on the game to hologrind or if they are like me to talk to friends, guildies or try and role-play. Bringing in new instanced dungeons will help, but serously you need to sit down with your programmers and hammer out 100 dungeons and 100 quests in one publish to keep long term players around. In EQ when you brought in Planes of Power expansion, there was still only a handfull of guilds and I am talking big bad guilds that could enter Vex thal. ROFL I can enter Geo cave with my two characters alone. The reason there was only a handfull was because it was very hard to get all the componets for the keys to enter....and once you were in your life span was counted in minutes if your groups werent ready for it. You put 20 pople in a group in Geo cave and I dont care how fast the spawns pop...The only thing achieved by those spawns is to ruin the economy of the server and allow everyone to have a Dxr6b weapon or whatever is dropping. Where are the big bosses? where is teamwork required to achieve a goal? Why isnt a legion of stormtropers overwelming my group of 20 rebels who want to go see the emperor? you get the point.
10. Player content - As mentioned in my previous post and has been mentioned by others as well - giveus a true PVP free for all arena schematic which can only be built in metropolis size cities or larger. allow the area inside of it to be completely everyman for himself/herself, allow owner of building to charge entrance to watch. This will allow us to host contest better and create player content. Let players post Bounties, to insure that it is not exploited make sure, there is no decay from BH bounty death. Allow us to post help wanted signs, other then in these forums, for services needed, like the poor Ranger class - so I can hire them to go get me a bunch of avian meat or whatever i need for them to track down for me. Allow the owner of a cantina to bump macro entertainers so they can have bands that actually play as a band in their cantina - which brings meto aside note allow bands which perform together as a band w/dancers to give better mind buffs or longer lasting ones at least. Player cities should be allowed to have npc's which can give quests. Also Player cities should be allowed to be all wookie or Mon Cal or whatever they like. Imp declared PCcities would of course be all human so anyone using their facilites would suffer a penalty if non-human. These are tools to be given to the mayor. Make the polotician class more intriguing - all they do know is allow people in the milita and make sure the city doesnt burn down from inactive player houses dissapearing. Which is obviously a problem otherwise you wouldnt have released a patch extending inactive player houses from destroying PC cities.
If any of this sounds too hard or impractical to do, or there arent enough people to sort through the ideas and respond properly to the community, why don't you hire a bunch of the people playing this game at minimum wage. Heck alot of these people dont have jobs and would love to work on the game that they play so passionately. I bet you can even get volunteers. And dont say you already have this with the corespondents in place...becuase apearently there is a communication breakdown between you.
P.S. Please forward this to Skywalker Ranch, I am sure George would be very interested about the state of this game which is built upon his franchise.
Timak : Master Doc / Master combat medic - corbantis
Eppi : TKM / Commando -corbantis
Ev-so: Master doc / Master Tailor - scyilla
Epi : Master BH - scyilla
SamhainLFC wrote:
Why cant vehicles have weapons?It can work with the following situation.
Your vehicle can be built with small arms only. say heat or energy. Min/Max 10-50
You can only fire your vehicle weapons in PVP modes (duel/war/tef) and only at other vehicles.
Simple easy and creates a boatload of fun for all.
/agree
Jansem wrote:
The E3 expo on May 12th will show off the space exapnsion? Will we get to see it at all? They showed off the space exansion at last years E3 and you really had to work to find footage of it. If E3 is in a month, shouldn't there be quite a bit of hype and rumors around it by now? I haven't heard anything.
You will get to see big chunks. There are no rumors because we havent spoken about it. Its all going to happen at E3.
RasterVex wrote:
How about the POI badge for the Lost Aqualish Party's Cave?
That should be fixed in Publish 8.
rjbacigalupo wrote:
SamhainLFC wrote:
Why cant vehicles have weapons?It can work with the following situation.
Your vehicle can be built with small arms only. say heat or energy. Min/Max 10-50
You can only fire your vehicle weapons in PVP modes (duel/war/tef) and only at other vehicles.
Simple easy and creates a boatload of fun for all.
/agree
Well, its not so simple and easy, but that is something that will be added at some point in the future.
TH, we need to know what you would add in publish 8. I feel sorry for DE's and I hope this post I make will do something about it. Do you devs ever read the DE boards? If you do, would you like to share with us the info on publish 8? I really hope this game get better.
One more thing, TH, what do you think about the status of quests in this game? Are you guys planning on making more intersting and more of aquanity of quests?