Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-29-04)

Kyros_Dragoon
Tue Mar 23, 2004 1:15 am
#79

One more suggestion is to have some kinda of faction conquest. This would liven up the GCW. Something like a planetary base that can be seiged uppon during a certain time a week. Which ever faction that controls the base controls the planet until another faction takes control of the base. The planet could have rare creatures, resources, and loot. Any faction member that logged out when their faction had control of the base and logged back in after they lost it would have a permanent TEF while on the planet until they left or were killed in which this case would boot them off to the last planet they came from.
neinnunb
Tue Mar 23, 2004 1:38 am
#80


Its pretty clear that level 10 pets are pretty close to useless for most people and we all want high level droids. With the BE revamp, BE's could make some pretty uber level 10pets but those were nurfed down and even as they stand right now, they will still be nurfed even further in the future.


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=58671



Even if they do still nurf BE pets in line with Droids, they can still benefit from doctor buffs and foods and that is not fair like many have pointed out. For this fact, DE's should be able to craft some kind of tool that can increase the droid's ham for set amount of time. Options may include:


  • 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.

That said.. there has to be a way to implement higher level combat droids into the game and it has to be done in a balanced way. I know this topic has been hammered to death by now, however one idea that has been poking its head every now and then on these forums and I’ve never seen it fleshed out too much (or maybe I missed it) is how we can introduce higher level pets and also introduce DE's into the GCW. In fact, before the announcement TH made of the plan to make the Droid Handler profession, I really thought that the Droid Invasion was going to be Faction based droids.


JEST3R (the GCW correspondent) has already posted a very good "wish list" of what is needed to improve the GCW and he included DE's in that list.


http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=64282&highlight=faction+perks+prices#M64282


Method of how it can be implemented:


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.


A player who wishes to use these droids must first purchase the droid from a Droid Engineer as a droid deed. However, as soon as the player selects "Ready Droid Unit" from radial menu, he is shown a message saying: "To ready this droid, it cost X amount of faction points". Once the player pays via faction points, it is put into his/her datapad for use. Just like faction pets work, you must also be Overt to utilize the droid.


These droids would have a much smaller vitality than what creature pets and droids have now (100).. but would not be 1 death permadeath. Instead perhaps they can have 5 "lives" until they are permadead. This both gives players a reason to use them (unlike now its not worth it) and also gives return business for DE's.


Its true that the empire has banned combat droids and Im sure some or many would say it would make this illogical to have the Empire allow its soldiers to use combat droids. So there can be three outcomes:


  1. Don’t implement this for sake of continuity.
  2. Implement this and disregard continuity.
  3. Make rebels the only faction that can have faction combat droids. Maybe a Droideka could be the equivalent of an AT-ST?

There was talk of a Hutt Faction during pre-beta. That was taken out but Im sure the developers may include the Hutt faction further along the line (maybe with the Space Expansion). If that is the case, then maybe only the Hutt faction can use faction droids.



This is fromlast Thursday'sdev chat:


Runesabre -"We have an extensive planf or revamping the GCW coming up. The general goal is to provide the means for every profession to have a tangible impact on the ongoing GCW struggle."


Runesabre -"Each profession will be able to contribute to the struggle in their own playstyle (not just through combative means) and the balance of power between Rebels and Imperials should have a tangible impact on the day to day play experience of every player."


** end dev quote **



I think this would be a great time to bring up how DE's can take part in the GCW by making the droids. As they said, they want to make every profession be able to take part in it and not by only fighting. Crafters should have a tangable inpact in the war, and the only way possible is to let them craft what people use as faction perks.



                          .=+.             ------------------
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Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
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C_SKYWALKER
Tue Mar 23, 2004 1:40 am
#81

Just another Jedi wondering how long SOE will milk my monthly fees before telling me what is gonna happen with the system.

Mainly want to know if those of us who unlocked in this old system will get to keep both characters the way it is now.... ie.. Main and Jedi stay two distinct characters under 1 account.
LunaticFringer
Tue Mar 23, 2004 3:36 am
#82

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





May The Goddess Smile Upon You!
Pthdora
Tue Mar 23, 2004 5:40 am
#83






JediKozel wrote:





Thunderheart wrote:





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




Thats a great solution to the MagSeal containers! Ill check into this with the correspondent and the developers.






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



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
LunaticFringer
Tue Mar 23, 2004 5:49 am
#84

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





May The Goddess Smile Upon You!
Everseeker
Tue Mar 23, 2004 6:46 am
#85

Smuggler revamp:


1. Change ALL in-game references to "Smuggler" to "Tinker"


2. Report success.


Arnwald
Tue Mar 23, 2004 7:18 am
#86



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...


Please let all the armors be usefull. And revamp the HAM / Resists / Damage of the mobs.


Last word is on lair : aren't we supposed to do more damage on empty lairs? Actually it is a time killng to destroy the lairs, very unfunny either
Arnwald
Tue Mar 23, 2004 7:26 am
#87






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






/agreed : very important feature if we keep Jedi as main character.


But I bet the database key is our char name so seems pretty impossible!!!
Ace2
Tue Mar 23, 2004 8:48 am
#88






SilasErr wrote:

From last week's thread...


I'm certain that this has been covered before, more than likely in several different places here on the boards, but here it comes, short and bittersweet:


VehicleModifications - Speed, handling, durability: the three main elements to a vehicle's performance that players could be given the abilities to improve to varying degrees. This can be acheived either through direct crafting via experimentation and additional vehicle modules (a la droids), or by player applied modifications, similar to weapon powerups or skill attachments. The ability to improve baseline vehicles would serve to aid virtually any player who utilized a bike or speeder for transportation, however the main reason for these mods would be, of course... racing.


Vehicle Racing -There are enterprising players whowould like nothing more than to sponsor orparticipate in vehicle races in-game,but unfortunatelythis simply cannot be done competitively with the vehicles currently available. Pods would be great, and I can only assume that they will be implemented somewhere down the line, but for now I would be satisfied with the swoops and speeders we have, especially if the groundwork for such an enterprise could be established.With the addition of the above concept of 'boosting' vehicles to perform better, an entire sub-culture of racers would inevitably grow from this, not only as a social aspect to bring players together - for sport or prize money - but also creating anotherservice tothe economy in the form of performance vehicles and the associated infrastructure of parts and labor to keep them running well. Races could be run on established tracks, such as the Mos Espa circuit seen prominently in Episode I, future courses to be laid out by SWG developers, or player-established routes through a unique system of checkpoint markers similar to the waypoints used currently in-game.


Bets and Wagers - Gambling in Star Wars Galaxies is currently limited to the Lugjack Machines and Jubilee Wheels found in the majority of major cities' Hotels, but there are plenty of areas into which the ability to place bets and wagers can be expanded, vehicle races being a prominent example. Creating a system to receive wagers, track the progress of a given event, and pay out credits to winners is already in place with the gambling machines currently in use, although this system is simple inexecution comparedto what might be necessary for something involving players in competition with each other. I envision a specific profession - most likelya Master Entertainer - would have the ability to place three types of Judges: a Racing Judge, a Dueling Judge, and a Contest Judge.The first two are pretty self-explanatory concerning their application, but the Contest Judge would be useful for managing bets, wagers and votes for competitions other than racing or dueling that might be organized by players (i.e. dancing routines, trivia, etc.). Judges would be placed similarly to both structures AND vendors, meaning that they could be placed either within structures or in the wilds, giving great flexibility to those who wish to hold such events. Judges would only remain in place for a set number of hours, determined by agraduated fee paid to it by its owner/manager. Only one of each type of Judge could be placed during one day on a server (server up to server down the following day), and ALL Judges would be removed during daily server maintenance. Contestants would register with the Judge before the start of the event, and each type of Judge would determine the winning contestant based upon specific parameters:


Racing Judge: Final lap completed or final checkpoint passed in sequence

Dueling Judge: Opponent incapacitated

Contest Judge: Greatest number of votes received


How does betting credits fit into this? Simple. Each Judge would have the ability to service players who wanted to bet on one or more of the registered contestants in a given event. I would recommend that any type of handicap, 'spread', or other factor affectingwagersbe left out, both to keepcontests honest and betting simple for players to understand. A maximum wager should be put in place, in the same manner as the existing gambling machines operate, but additional prize money could be contributed by the player hosting the event or the MEntertainer managing the Judge.


The primary challenge to this type of system is to keep the cheaters and exploiters from running their own rigged events in an effort to generate credits for themselves or others. Maximum wagers during events, a fixed multiplier for payouts, and a set number of Judges during server cycles would keep this type of exploitation down, but you can't plan for everything.


To close, the addition of vehicle performance modification, and a system that players can use to run vehicle racesor other events that would encourage bets and wagers would be most suitable for this game, and would certainly be worth the effort, from the individual player up to guilds and player cities. Thank you for reading.










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.






Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
Suboshi
Tue Mar 23, 2004 8:59 am
#89

Thunderheart,


Hello! You've probably gotten this question many times by now, but I just wanted to bring it up once more. In regards to the new system being devised for unlocking Jedi, it's become obvious that once that goes into effect, our current character is the one that will slowly gain Jedi abilities and training, and not a new account as it is right now. While I'm sure you can't say anything for certain at this point in time, I would feel better if you could simply tell us whether or not the devs are taking the second slot that current Jedi have into account. Needless to say, it would be game-breakingly unfair for many people to retain two characters on one server on one account while the rest of us are stuck with just one character.


There are only so many methods for fixing this, when you get right down to it. Those would include:


1) Allowing a second character slot for everyone, which would make it fair, but could also cause quite a few balance issues and potentially damage the economy even further (as half the server would probably make their 2nd character a Doctor or Ranger or such). On the other hand, unless they devote a great deal of time to these second characters, they will not be the equal of anyone who uses these classes as their primary character, so it may not be a big deal.


-or-


2) Offer the choice to current Jedi - they pick one of their two current characters on the given server to keep, and the other one goes away. So they can either keep their original character, or their Jedi character, and not both. This would of course cause quite a bit of resentment, but not nearly so much as leaving the unbalance of two characters versus one for everyone else in place.


-or-


3) Set their original character to a status of having completed all of the new quests up to whatever point in the Jedi training they should be at, and grant them enough Jedi experience to be equivalent to what they would have right now if all of their Jedi character's boxes were added up. For instance, 3.5 million perhaps if they have 8 boxes that would require this much exp to have (that's just a fast guess, I have no idea). That way they could immediately train up to the same point they were at.


I'm sure there are other ideas, but that's all I have for the moment.


I hope you have a moment to answer this post. Thank!




#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#~~~~~#
Tarrissh -- Lowca -- Rifleman, Commando, and Wookie Explorer Extraordinaire &
Sasya Irobe -- Lowca -- Master Weaponsmith, Master Tailor, Master Artisan, and Merchant &
Jamisia Shido -- Test Center -- Fledgling Brawler, Fencer, Master Image Designer

MOJO - Galactic Spies of Mystery (based in Mojovia, Dantooine, Lowca)

Vegitaa
Tue Mar 23, 2004 9:11 am
#90

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.





There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Delta-V
Tue Mar 23, 2004 9:14 am
#91






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.



I'd settle for being able to use cure-dizzy packs while KD'd.




COL Idaho Duncan
Rebel Commando/Ace
"The Crystal is the Heart of the Blade...The Blade is the Heart of the Jedi"
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