Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-8-04)

Kelkyen
Wed Mar 03, 2004 11:26 am
#92

Quick rant:


1. Player Events are just "listen to the band/buy over priced crap/scavenger hunt" fests. Please give the players some in game tools.


2. How about working datapads we can type stories/reports on?


3. Everquest has dungeons that are set up so that multiple groups can go into them, and each has their own dungeon they spawn into. We could use the same thing here.


4. WW2OL, BF1942and similar games have a capture system set up for points of intrest or cities. How about some similar in game points to make pvp a little more interesting? Maybe 10-20 per planet. Whichever side controls 75% of a planet gets a faction bonus on that world.


5. Furniture with a purpose. Chests should have storage space, Bookshelves should hold books (ever see a book ingame?) and datapads, etc.


6. Make houses item storage equal to lots, ie- 1 lot = 75 items...so large houses can hold more stuff, otherwise its a waste to have large houses.


7. If all the items we hoard cause server lag, then have npc's not bother to drop crap...why should a Rebel General drop a cdef pistol? Why do all the hardest dungeons have stone knives in the magsealed containers, or like 1 unit ofwater?


8. If a person gives up the skill in artisan or merchant, remove their vendors.


9. Make tools for the hawkers outside spaceports. Tatooine npc citieshave nice tented areas in the cities that appear to be merchant lean-to's. Allow players to set up shopin scattered, or districted, areas of npc cities...similar to the Everquest Bizzar, just all over the galaxy.


10. Cantinas are a mess. Players dance/play in every nook and cranny. How about a stage area, only allow entertainers to dance/play on the stage, and if you go /afk you get kicked off stage? Entertainers would be forced to spread out across the diffrent cities cantinas. Would take some getting used to, but I bet we would adapt within a month.


Good game so far, keep it up!





___________________________________________________________________________

Kyungneh wrote:
The all mighty Kelkyen has spoken, praise to thee all knowing god!!

Cottus_Arci wrote:
Kelkyen... it's rare that i praise a imperial... but now i must...
SiliconSmiley
Wed Mar 03, 2004 12:19 pm
#93

I am concerned that SOE is resistant to adding Wookiee armor because of the cost/time of developing new 3D models. I believe I have a solution. If the problem is indeed related to the development of 3D models then perhaps SOE should open up some portion of development to the community.


Now, I know there are issues with this approach, but it has worked well in other online games in the past. Many players are also skilled developers. I cite Quake II as my example. It's a big dated, but it was the last FPS that I played regularly. I know that within a couple weeks of release there were hundreds of excellent models available all designed by players.


In order to accomplish this I suggest the following steps.


1. Create a generic character editor available for download from SOE.

2. Allow players to download their current character models.

3. Allow players to download all current clothing and armor models.

4. Allow players to modify current clothing and armor models.

5. Allow players to create new clothing and armor models.

6. Create a submission web site that allows models to be rated by other players.

7. Allow submision of highly rated models for review and testing by SOE developers.


While I understand that this undertaking would require a great deal of effort in the short term, the long term benefits are numerous. Over time, a number of excellent model developers would be able to create a great variety of new clothing and armor models that everyone has been calling for for so long.


This is Sony that we're dealing with however. Sony doesn't exactly play well with others. This is an opportunity for SOE to establish a real connection with it customers in a way that will provide lasting benefits for all.



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Chli
Wed Mar 03, 2004 2:22 pm
#94

i'm sorry if this is in the wrong place, but i don't know where to ask. Is there going to be a new server coming out any time soon? it is just so saturated on the current ones i've been playing and would like to see a new one. I know some friends who would like to know too.








Iraf'ob Hihes

(gggggggggggggxnnntnnnnnntnnnxggggggggggggg)

Flying Drunken Shortest Twi'lek of Doom
Fidd
Wed Mar 03, 2004 2:24 pm
#95

Vendors need a rewamp.


Could we please get all vendors linked to a bazzar system, and for a fee, the merchandies could be delivered to the buyer.


I'm fed up running after ghost vendors, empty vendors etc, spending my RL quality gaming time on this..


Torz

Eufack
Wed Mar 03, 2004 5:28 pm
#96







Ragmop wrote:
What about making speed on vehicals experimantal? We could have faster vehicals that lose condition faster.






i have noticed that if i type /fast i get a message saying that i don'thave "suffecint abbilities to fast blast". is that just a bug, or is there some way to get a "fast blast" abblity?



MORCHIMISPET P RANGER Forever!

Captin of Dark Insanity - Complete, total 100% 'leagal' Transportaion for you and your 'Cargo'


TygerBlueEyes
Wed Mar 03, 2004 7:22 pm
#97



I floated an idea way back during beta, and I think a few others have also brought this idea up a few times over the last year. I think now would be a good time to bring it back up again. What to do with master professions and skill caps? Why not use (spend) the un-useable points on some think useful to that profession? We also have these great guild halls for profession and their hardly ever being used. My idea, well I really can’t say it’s all my idea, but I think it’s a good one. Have a terminal in the guild halls that masters can go and spend their extra skill points on buying limited use schematics or tools they can use in their professions. Even to purchase high level mission.

With limited use schematics and new skill mod loot coming in to the game, I think would be a great added feature.





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
ZebStokes
Wed Mar 03, 2004 10:24 pm
#98

The Jedi profession should be MACRO EXEMPT!!! Is there a way to do this?? There is no way someone should be able to grind Jedi XP and NOT even PLAY the frickin' game!



Zeb Stokes ....Sabbac, Pazzac, and Holo Chess...PLEASE!!!
CoriWan
Thu Mar 04, 2004 12:30 am
#99

Are the devs planning on ever increasing the status bar or HAM if you will on the vehicles? At a max of about 3k possible right now, the vehicles don't last very long at all. When the vehicles were first tested on the test center, they had 40k. I didn't really understand why the player-made vehicles were so much less. Just a thought, thanks for your time.

Cori-Wan



"try not...do or do not, there is no try."


Cori-Wan

(gggggggggggggggxnnntnnnnnnntnnnxggggggggggggggg)
PetaByte32
Thu Mar 04, 2004 12:44 am
#100

I think you need to check your repair rolls in the game code. When I go to my master weaponsmith to get my weapons repaired I hardly ever get decay loss. I have a krayt scout blaster that is still 827 max decay. Yet my master armorsmith always borks 1 - 3 pieces of armor. I have gone through so many composite pieces I am tired of it. Eventhough they both use the highest rating repair tools, the armosmith totally destroys more armor then the weaponsmith does by a huge margin.

Its bad enough we have to suffer decay when we die to also suffer losing half our suit when we try to get it repaired.


PB32





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
roach_s
Thu Mar 04, 2004 12:55 am
#101

I havefour of my ownsuggestions concerning the chest loot, and one I read elsewehre.


1. Make the loot-time semi-random. Instead of happening every x minutes, make it happen every x +/- n minutes instead. This would need some ofthe other suggestions to work right.


2. Set up a temporary-badge system, so the same character can't loot a chest within a certain time-frame. It should appear empty, no warning, no ''you've already looted this chest'', just...empty...if you've already had your turn.


3. Someone else suggested putting a puzzle on the chests. For this to work, the windows would have to auto-close at intervals too. Maybe intentionally REINTRODUCE the inventory update bug that was bugging harvesters. If you haven't closed the window, you can't see the contents. THEN, if you haven't typed in the 6 digit number, you can't open the window. You had one by accident, and the other is keeping people from accidentally deleting harvesters.


4.Move the chests around. Make the chests spawn, and despawn, over an area. That way, you can't target the same spot on the ground to get the loot.


5. LET US make these things. master artisan could provide the electronics GP modules to a DE, who could turn out the 'cyborg logic, handed over to a doctor, who could create the neural interface, and then on to the tailor or armorsmith to implant. Alternately, give this almost exclusively to the droids. Robotic assistant. Ingredients, one walkie-talkie chassis, one program tape, made by a master in the profession it most effects, (with a cost ofa hundred or so apprenticeship points to make it, in addition to any other components,) one droid-assistant module. Instant area-of-effect, non-stacking, skill modifier.



6. I would suggest timing out anyone who stands in the same spot in the caves for too long, but it'd be too easy to make the characters dance. forward a bit. Backward a bit, repeat.

Lorander
Thu Mar 04, 2004 1:54 am
#102

I have seen alot of discussion on the various crafting boards about the proposed new experimentation system. One of the major issues that keeps cropping up, is that certain resources seem to have a hard cap in some of their values. IE, iron in-general has low conductivity. Some iron, plumbum and dolivite, have a conductivity cap at 100. This effectively will kill the quality of the weapons that use these resources due to smaller increases in quality per expermintation point.


This will affect any item that uses a resource that is "capped". I can see a solution. A new profession that "refines" resources, increasing the quality of the resources at a cost of volume, power, and cash. An example, in the Kauri Galaxy, kiirium steel is generally pretty bad. Have a "miner" using a refining tool take X kiirium steel and Y carbonate ore and Z power get X*(refining skill)*0.5 of a new kiirium steel with each stat raised by (refining skill).


A new factory, a smelter, could be created to do this in larger scale. I can see 4 trees, Mineral refining, chemical, organic, gas/water. Each tree would have its own "refining" skill. I would probably see each getting bonuses in harvesting also. For example, each box could give a 5% bonus on harvesting, a miner with 4 boxes in mineral refining would treat a 63% vein of ore as an 83% vein.


This profession would be an offshoot of the surveying line. This profession would allow several things to occur, it would allow "garbage" resources to have a use, it would remove cash from circulation (more maintaince), it would increase player interdependance, and it would allow a crafter, if he wanted to, to create better stuff.


Oldog Neutrik
Master Armorsmith
Master Merchant
Master Artisan
Financial and Procurement Officer,
The Jedi Praxium
Praxis, Dantooine, Kauri


IgescaStorm
Thu Mar 04, 2004 5:58 am
#103


Copied from "Core System":


A (borrowed) idea to avoid chat spam about selling items.


Last time there are many MMORPGs in open beta from asia.

I downloaded and looked at one of them and there was a feature, SWG could use too.

(At least, i believ it was such a feature. I played the game about 30 minutes only)


For avoiding Advertising spam:


A character has a box above his head (other solution can be found too) where the player can put an item in, he wants to sell.

Other players see the item and if they move the mouse over the item, the stats appear.

So everybody see, if somebody want to sell something and all can look at the item and decide, if they need it or not.


If they want to buy, they just contact the seller via PM.





Account canceled
due to NGE.
Hairycarpet
Thu Mar 04, 2004 6:13 am
#104

Ok my 2cents worth


http://forums.station.sony.com/swg/board/message?board.id=FarStar_Euro&message.id=23472


links to a thread I started on my home server (farstar) about NPC entertainers and Docs, so far only positive feedback which is good.


Add here or inthe original thread, other servers please create a link in your galaxy (if you think its a good idea) and link to origina thread - the more noise the better chance


I dont think this would be very difficult to code, the basic blocks are all present currently (Devs perhaps you could comment on that for me)




Page 8 of 17