Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-29-04)
- Enhancement tools - that are only usable by a DE to buff a droid. Duration and effect would be modified by the quality of tool used and the level the DE has him/herself. (exactly the way doctor buffs work)
- Super charge batteries - These would be fairly expensive to make (and cost allot) and buff the droid just like some chef foods can buff a creature pet for a set amount of time.
Droid Engineers are automatically given (via profession tree) a draft schematic for a high level droid (levels would be in line with current faction pet levels) and DE's can build and sell them anytime.
- Don’t implement this for sake of continuity.
- Implement this and disregard continuity.
- Make rebels the only faction that can have faction combat droids. Maybe a Droideka could be the equivalent of an AT-ST?
I play a Master Artisan/Merchant/and working on Architect to go with that on Ahazi:
My idea is to bring into light that there is still a resource spawning 'situation'. I think the game has come a long way to making sure that at least one source of all the different types of resources spawn on a server; and thishas been of great help to us. However, I've got an idea I think may help make the crafting experience a little more enjoyable and universal for everyone!!
Here's my pitch:
Make a crafting tool that implements some of the smuggler slicing code. The idea is that your going to be 'modifying a resource'. I'm going to be general and say a rate of 2units to 1 unit of whatever resources your using and trying to make.
This will allow either a Master Artisan *or perhaps MA and all the Novice Elite crafting Professions* to turn that pile of 2k Siliastic Ore into a 'syntetic' 1k pile of Intrusive Ore that isn't spawning or is a little difficult for the crafter to get ahold of.
I think the schematic for this should be added somewhere in the Artisan tree and *not* be an item we have to go get.The idea is to make it a little more easy to make sure that all artisans can readily get the resources they need to make items in their profession tree. Putting in an attrition rate as described above should prevent abuse of this 'skill' as well.
Sincerely,
The Lunatic Fringer
JediKozel wrote:
Thunderheart wrote:
Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.
Kyros_Dragoon wrote:
I would like to see Smugglers able to make slicing kits for MagSeals that players can buy when they are hunting in dungeons. Also can we get dungeons that are not recycled from one another I think us players deserved better than that, however the Warren and Geonosian Lab are great
Thunderheart, I think most of the smugglers agree with me that this would be a very bad idea ... Remember the issue with Imperial Officers evading scans? This will be similar issue - we, smugglers, are against other palyers getting FREE access to the little content that we have left in thisgame. And I'm sure this will be true forplayers of other Prof.We spend a lot of skill points (including the useless Unarmed Tree) to get any slicing ability. Giving it away to other players will be a big dissapointment to us. As it is, there is absolutley no Smuggling content in-game, and the Devs are yet to share with us any of their vision for one of the most popular SW Prof.
I'm not even going to mention, that Smuggler community been asking for ability to slice these MagSeal containers for months!
umm
incase no one noticed....scans dont really happen a whole lot anyway as most of the ST's are dead from faction farmers. or when a rebel gets scanned, he simply kills the st before the scan completed....so whats ur point
Here's another concept I'm still all for (will likely post this one again and again from time to time):
In other Massive Players there are in world NPC vendors that essentially offer everything that's available in the game to a player. These items are usually basic in comparison to player made items but also include the other generic items that appear in game as well.
Frankly, I'm a little tired of the *rare* drop Tusken Helmets and the like. A system such as NPC vendors should be added to this game. This would allow anyone who wants that Rebel Banner from the theme park mission who didn't get it to go buy the bloody thing and not get ripped off by another player simply by their own misfortune. Indeed, this will make Quest items worth far less, but *everyone* would be able to have an equal chance at them. Player crafted items would still be in necessity as well. This is a great alternative to resetting theme parks in the future as well.
It would also require that the players and the devs talk a little about what should and should not go on this NPC vendor list. Things like Krayt Pearls shouldn't make it to vendor like this through an NPC *maybe as a quest in addition to the lucky krayt kill drop though*--- but items like the TIE fighter suit and the rebel banner and Krayt skull... even the reinforced stormtrooper armor. Should be available in this mannor. Much in the same way as the junk dealers deal in different items... so too would the NPC vendors.
The Lunatic Fringer
Smuggler revamp:
1. Change ALL in-game references to "Smuggler" to "Tinker"
2. Report success.
About Uber Composite Armors :
Actually there is a big issue with the high end MOBS : damage and resists are just insane!
We can't play without uber armors (+Doc buffs, +food buffs) and enjoy the game content. Even With high end armors we can't enjoy the high end dungeons.
The mobs have way too high HAM and resists and do too much damage either.
Have a look at this combat log.
I was hit for 18 415 damage in 10 hits IN A RAW : average 1 841 each hit ![]()
I had a good composite wich prevented me 12 013 damage.
So this leaves me with 6 402 damage : average 640 damage a hit with a 67% composite HAM sliced.
How are we supposed to survive this? Even with 2 docs on top of me alone I was killed. I took the whole 10 shots in less than 5 secs!!! ![]()
With the new dungeons you are preventing us to use anything but uber composite. There is no room forsomething else.
I hope you are taking this issue in the combat revamp because it isn't funny at all to hit mobs for100 damage when they have over 100k ham and they can kill you in 1 or 2 hits...
LunaticFringer wrote:
Would there be a way to allow us to change our name in game after character creation if we decide we don't like our name at some point? I am aware of the ways this could be greatly abused. But could it be implemented in a way that it can't be abused?
The Lunatic Fringer
SilasErr wrote:
He has some great idea's, maybe we could use that judge to advertise a bet and another player could accept that bet so players cant exploit it.
As far as your main character becoming your Jedi.... a few things...
If, this goes through what about the current Jedi's with 2 character slots? Are you going to take away one of their characters? If so which one? Move their FS skills to their original character or just delete their original? If you're going to implement this in fairness it should be the same for everyone.
I personally would rather have a second slot as I'd like to reroll a new toon for my FS. With all the penalties I currently get for being Zabrak (or any other alien race) I'd probably go human.
Personally either way it goes I don't care too much, I would just like to see the change apply to everyone with no exceptions for the current Jedi's. Just because they ground out 32 prof's doesn't mean they should get special treatment. If you look at the Jedi Forum you'll notice that those folks would rally with torches and pitchforks if you tried to take away their second character, we all know Jedi get their way so honestly I doubt this will ever happen.
I'd settle for being able to use cure-dizzy packs while KD'd.
3D4D wrote:
My suggestion to fix the Dizzy KD problem:
(comming from a Master Tera Kasi)
I think that Dizzy should become a sparate special from Knockdown. If someone becomes Dizzy I think rather than being affected by posture changes the target should instead get a ground spead reduction. I think this also works well because someone that is dizzy can't burst run, so this solves the kitting problem and allows the enemy to still participate in the battle rather than spend the fight on his/her back.