Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 6-7-04)

XBlue
Wed Jun 02, 2004 11:26 pm
#92

Dout this will get looked at or even talked about but still I'm sure someone else must have this problem.


I like to have music while I do things,and well SWG is lacking in music.The music in the game is nice and all,but could you add some more,or possibly let us upload our own music into our client side version of SWG so we can listen to it,I mean the combat music track was cool the first few months but sucks now.


This issue has gotten so bad that I mute my pc when im playing and just turn the TV on so I can have some kinda back ground noise or use my ipod,and I understand that those things are an answer to my problem but I don't want to be like that,and it shouldn't have to come to that.


It's small things like that that make games fun because you can personlise your game experince.


Oh and fix that stupid imp hat already.





__________________________
"Honestly, I didn't think he would die if we shot him, and yes that was my expert medical opinion."
-Lieutenant Zadane, Chief Medical Officer, Remahr Company.
atimes
Thu Jun 03, 2004 6:46 am
#93

My first ever "conspiracy" post


The spawn rates were dropped because with the solo ability that buffs give people could master elite combat professions with lightning speed.


I remember when every planet was crawling with everything. If I were buffed in uber 80% composite in this situation I'd be in xp heaven. . .


Sc0rPs
Thu Jun 03, 2004 7:47 am
#94

If you can have the time and actually respond I think having a more focused thread of particular issues every week would be a great idea!


Issues for this week though!


- Factional pet still unable to fire on covert TEF'd enemy players


- AT ST has been "nerfed" with reasons of being of equal strength of other creatures at it's current level, with other "nerfs" such as unhealable because it's a tank.. this is quite confusing. The AT ST was introduced early yes but along with other factional pets it was nerfed at a time the game was in it's infancy. If the walker was restored to original state it would still not be the imposing threat it once was...


- group windows now giving incorrect info, such as giving the same player name more then once, showing incorrect group lead and of course the little arrow pointers leading tot he wrong person in that situation


- At times the nearest mission waypoint for group actually points to one that's not the closest, was 2 of us together at the same spot to check on this


- Combat HAS to be taken just as seriously as crafting, being treated as second class customer just because I chose one profession over another is wrong. If you put in the same energy & attention as you give crafters this game would probably blow any other morpg out there away. Game breaking issues for crafters would get hot fixed, they would never hear "wait for crafting revamp".


- All forms of death decay still has to be removed, this is just wrong. The original idea of corpsesshould be fixed & brought back or another type of death penalty for uninsured only. From what I understand, soon items such as clothing will be destroyed once they reach 0... you should consider items that cannot be replaced such as theme park rewards.


- Dungeons should be put on hold until combat balance is put in place (new ones), to prevent the more powerful professions from running rampant overpowered and might I add no longer existing especially in such numbers in this timeling super battle droids are thrown in. Might I suggest adding things that would make it seem more Star Warsy every month? A few ideas such as bigger wilderness spawns of even secret Rebel X-Wing hangars, Imperial AT AT construction facility with the whole nine yards such as droids moving about repairing/constructing, assembly lines, powerful defenses and if defenses are breached have it so there is only limited time to sabatoge the facility before the Rebels can escape or Imperial reinforcements arrive. Same can be done for neutrals in the manner of Hutt, have the spawns go randomly yet infrequently, offer some unique rewards for players that succeeded such as Rebel medal of honor, Imperial badge of service, Hutt medallion of recognition. I think you get the idea


- One thing that would add a lot of Star Wars feel is ships, from seeing take offs to being detected by the Empire and a tie bombing run was made. Even large ones blasting off from NPC spawn area into space with all the sounds & even slight shaking of the ground if you get close


- Add NPC vehicles such as Jawa sand crawlers moving about the sands of Tatooine, even stopping at random locations to sell SCHEMATICS for droids or perhaps some second class functional ones since they usually are in pretty bad shape.. have them sizzle at times, misintrepet commands until they can be brought to a droid engineer for servicing


- Add the Star Wars comical bit, have two speeders crashed into each other with a couple aliens arguing, have NPC's shake their fists and players flying by too closely on vehicles with actual voices


- Add some intrigue & suspense, such as when approaching Tusken fort/stronghold you can hear their alien yells for kilometers around... there is some of this in the form of some new song not usually played in ambience but to add actual sounds the alien NPC's other then slight grunts when being hit would also vastly improve the Star Wars feel


I think adding things like the above every month as opposed to a new dungeon would give the entire player base some enjoyment as opposed to the select few while leaving the rest with a foul taste in their mouth.




Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
Rorenikibi
Thu Jun 03, 2004 7:57 am
#95


Doctor buffs have removed so many balancing factors out of the game its not funny.


Buffs are at the core of a number of problems in PvP.


1) Buffs allow 90% armor to even be usable. With just spices and foods, you couldn't get some of this stuff on. We're talking armors with 1000+ encumbrance stats.


2) Buffs have turned special attacks into spammable attacks. This alone makes high end composite needed in the first place.


3) With ultrahigh resist composite now a functional reality, the only competitive professions are those which can bypass those defenses, ie professions with Stun weapons.


This gives rise to the current dominance of Fencers, Riflemen, and Geo Pistol toters.



If buffs are pulled, or dramatically reigned in, Stun dominance, uber armor and special spamming would self correct based on the fact that HAM costs would become a factor for consideration again.


The system in its purest form is balanced, buffs are the fulcrum point of the imbalance that's killing it now.



As far as Combat Medics go, well... Whole other ballgame...




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Tyzcuk
Thu Jun 03, 2004 8:14 am
#96








Tyzcuk is the name and I am new to Shadowfire. I played from Beta 2 all the way to December and then got seriously pi$$ed off at the broken state of the game (for me it was) and deleted everything in disgust. I used to play on Starsider and Tarquinas but now I am looking to start with a clean slate and give the game a second chance.

So far so good...they seem to have fixed a TON of buggy crap in the six months I was gone. I do have one odd problem however, my XP counters seem to lag behind A LOT. In fact the only way I can seem to get accurate numbers on my XP is if I log outand log back on. I do not see this problem with a character on another server so what is going on with Shadowfire?


There are only two other things I regret. I still regret to see has not vanished is all the Jedi-crazed hologrindingnonsense. I can't wait for Publish 10, hopefully it will be a big help towards seeing Jedi portrayed in the game a lot more faithfully to the movies then what we have now. Back in beta days we were promised that Jedi would be something that you had to earn and prove yourself worthy of attaining. I am sure a large majority of the Jedi out there are more or less of thissort but I still get a little irritated when I see a jedi running around macro-shouting "I AM AN UBER L33T JEDI HAXOR, YOUR BASE R BELONGZ TO US". I hear that they will be implementing a jedi council? I know it will never happen but it would be so cool if the jedi council could strip the powers of a jedi that behaved so stupidly. Of course I suppose that is what /ignore is for!

My second regret is player cities...I remember back when the game first launched you could go to any of the NPC cities like Mos Eisley, Bestine or Keren and see tons of people. Now all of the cities except Theed and Coronet are ghost towns and it is a real immersion breaker for me. Even in Theed and Coronet I see way to much of the AFK Entertainer/TumbleBot/Buffbotnonsense. I think Everquest 2 has the right idea of integrating player owned building spaces into the pre-built cities topromote a more lively gaming experience. In fact I think if they want to fix things up in
SWG they could allow Player Cities to continue but also add support for players to setup shop in some of the NPC cities as well to breathe some life back into them.

Oh well...like I said the game is sooo much better now then it was 6 months ago...I can't wait to see what other improvements

they make as we move towards Jump to Lightspeed!



*SWG Beta 2 Tester Alumni*
ChaadLosan
Thu Jun 03, 2004 8:37 am
#97

The lag on Dantooine is intolerable on Starsider. It's like walking in syrup all day long. It's Cnet on a global scale and I have DSL! 4 seconds to see words appear in spacial. The ENTIRE planet lags. Delays in everything you do no matter where you go. This needs to be fixed. That planet needs a lot more servers.



Lt. Chaad Losan,
Imperial Navy

Black Star Alliance.


My avatar has been set to the Test Center Logo to demonstrate my distaste for the NGE
dlewis1234
Thu Jun 03, 2004 2:18 pm
#98

Too any and all that still care!!!


I was driving home for lunch today and I was pondering a weighty question.
What has happened to my SWG gaming experience?


Well Im a master bounty hunter so I have plenty of bruises from the nerf bat.
But that isnt it...


Many say the game mechanics are broken and/or unbalanced
which is certainly true but I enjoyed it before and it was more broken then


Others will point to the lack of content
But as a Bounty Hunter and a Role Player I have to say there really is a lot to do in the game


So my only conclusion is that there is no reason to do. No story no real effect on the world around me.
It seems like the game has degenerated in Loot Wars not Star Wars.


Say what you like about Lucas. The one thing that is true is he knows how to tell a story.


That is why Star Wars is popular not because Luke's saber was AP2 or did more damage than Vaders.

As I pondered this I was thinking when was the last time I felt that anything my char did mattered.
Well it was the final days of Act 3. The imperials were actually in the lead for a change and as a
loyal subject of the Empire I went out to try and keep the Rebels for getting the dreaded Dead Eye formula.
I also convinced my friends to do the same. What we did made a differnce. We lost but hey that was
an engaging story line.


Now as a programmer myself I can only guess at the difficulty of the story arc publishes and I guess they are
very demanding!!! So my alternative is to ask that more of the coveted data be shared on the forums.
For instance which side has more land area (lots). Or have the faction mission payout come from a pool of
support funds. (ie to simulate supporters funds drying up if too many of one side are killed of) and when funds get too
low penalties are involved. Or any other creative method to show that what we do matters. I think one major thing
missing from this game is statistics. Others DAOC for instance have a pvp ranking systemwhich theypublish daily.
Wantto see how many faction points the dreaded FIGHT guild got this week just login to holonet.starwarsgalaxies.com and
see. Things like these give weight to a players actions. Another example is the news system in Earth and Beyond.
That game got lame quick but they had an in game news system that kept you update on the goings on in the galaxy
in character not alt tab www.starwarsgalaxies.com and read forums. We all have an inagme holocron why not use it to
add meaning to the life of my character.


Well that is all I can think of for now.

If you bring a reason for being to the game people might not sweat the smaller stuff.





IACEIFOC
Master Bounty Hunter - Master Carbineer
Please Deliver loot to the vendor below:
Bar Wench - Cantina Pirate's Cove Lok
DeQuosaek
Thu Jun 03, 2004 4:50 pm
#99

Re: The Ewok Tree Villiage near the Smuggler Outpost on Endor


I've been playing since launch and I've been loving the game and the fixes and enhancements to it that keep coming, until the Corvette. (after it was changed) Having Super Battle Droids all over it ruins it.


I hadn't been to an Ewok Tree Village in all this time, since I'm usually busy doing other quests, gathering resources, hunting with my guild or other stuff, so I decide I'll go check it out. I get there, and it's really cool! I like the look and feel of it.


Then I notice three or four Super Battle Droids up in the Ewok's Tree Village!!! This is ridiculous! I am one of the biggest supporters of the developers, but this is the most disappointingthing I've seen in the game so far. I'm hoping beyond hope that this is some kind if bizarre bug.


How about we just rename the game Star Wars Galaxies: An Empire Overrun With Super Battle Droids?



Were there too many people solo-ing the Ewok Tree Villages?





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

MariketheWookiee
Thu Jun 03, 2004 6:28 pm
#100






ChaadLosan wrote:
The lag on Dantooine is intolerable on Starsider. It's like walking in syrup all day long. It's Cnet on a global scale and I have DSL! 4 seconds to see words appear in spacial. The ENTIRE planet lags. Delays in everything you do no matter where you go. This needs to be fixed. That planet needs a lot more servers.





im starsider, i go on dant all the time.. besides a very long loading time, i almost never lag, only when i first enter the smugglers outpost again....



Marike - Starsider
Minister of the Hunts - Cotw

raz1337
Fri Jun 04, 2004 3:28 am
#101

Why are we all even here?


We all came hereto take part in the greatest saga of all time, the one commonly referred to asStar Wars.


I'm willing to bet 99.9% of us are here for this very reason. We didn't come here to take part in this massively multiplayer online game. We're here because of the "Star Wars" in the title. We can get an exceedingly well MMO experience with at least a handful of other games on the market.


The last 2 days, this very post by TH has been on my mind, and making me question the very existance of my subscription






We agree, but the problem is that this isn't a crafted script where everyone stays on cue within the context of a larger picture. Its an MMO and everyone has a strong desire to do what they want. As has been clearly demonstrated, no matter what the designers do to prevent lots of Jedi, players will overcome that obstacle to become what they want.


When all the players lashed out at the professions system, which was designed to minimize the total number of Jedi in the game, it didn't matter, because...players will still achieve what they want to achieve. So rather than replace one painful system with another, the team sat down for many long days and nights to talk about the shift in continuity. In this case, it was decided that the fun factor was more important than continuity in this game.


It certainly was a difficult decision and it was decided that this path was healthier for the overall game.







Might I remind you that you're running a game with hundreds of thousands of subscribers, subscribers paying 15 dollars a month, because they expect a quality experience, most definitely replicating the Star Wars experience.


In a game like this, that is modeled after a movie, particularly a movie that is so popular and well-received as the SW saga, continuity should be your #1 priority.


I know I'm one to pick apart conversations, but from what I read, 'no matter what the designers do to prevent lots of Jedi', this statement means you must've tried a handful of ideas, and implemented them to see their outcome. We, as customers have only seen one idea come about, and fail.


According to this statement, from the very second you made that decision, this game was no longer Star Wars. It was to be made an MMO with lightsabers.


So now that that's out of the way, what are we, the customers, paying for? Are we paying for a cheapStar Wars spinoff, or are we going to get the real thing?


I can understand how the developers hold such a bearing over this game, but the subscriber base as a whole should partake in this decision, this decision being, maybe the most game-altering decision you could make.


Are we paying for an MMO with a bit of star wars, or star wars with a bit of MMO?


Such a statement can be taken the wrong way, and the game could take a turn for the worse, I admit I could be misunderstanding it, but if I am understanding it right, my subscription doesn't look like should be existant anymore. You definitely need to clarify and rectify the situation here.




Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
Zeuxidamus
Fri Jun 04, 2004 8:12 am
#102

Hello developers and gamers,


I would first like to say that this game is shapping up nicely so far, but there are a couple of things i would like to suggest:


Master crafter shop-a reward for the master crafters, something open and roomy


Holocrons- being a person who faithfully did my holocrons professions i find it unfair to reward people the same for holo professions as for regular professions when the jedi revamp comes, could we please get a bonus for the holo professions we did this is only fair


Armor nerf- I dont think this is a good idea but i see where you are trying to go, what about adding another stat to the crafting combine, this would make it harder to get the uber armor stats but it would still be possible.


GDK drop rate- come on this is a little ridiculous how bout upping the drop rate and reducing the spawn rate?


Combat rebalance- I am really skeptical about his quite frankly, but i hope yall will push it back some to coincide with the release of the space expansion as this would deflect most of the critisizm and allow us to wade into the new system while busy with space, just a thought but i think a good one.


On the space expansion- I hope to god you guys are using a 3d map instead of a 2d one, a 2d system will be a dealbreaker for the expansion in my opinion.


Veteran bonus- i would like my force slot please seeing as i am a good loyal player that doesnt ask for much or complain much.


Rank- faction rank should show to fellow faction members it was supposed to from day one, what's up with this?


Faction penalty- what up with the Zabrak penalty, we arent supposed to have a imp faction penalty, could you fix this?


Anyway i am done good work keep it up


Orier Yraisi


Corbantis





*Removed by admin*
yimaz
Fri Jun 04, 2004 8:13 am
#103


This will be the third and final volume of Great Threads in Smuggler History. But in fact, this is the opposite of the original premise- it is Smuggler history, as it has been written by the Devs.


For Volume III, I will presenta compilation of all the significant posts the Devs have made concerning Smugglers in SWG, allowing you to trace the progress of the profession since launch. I'll primarily let the threads speak for themselves, though I'll provide context wherever I think it might be useful to readers.


Please refer newer Smugglers to this thread if they'd like to get an in-depth understanding of the way in which Devs and Smugglers have interacted since launch.











26 August 2003 - Devs make their first detailed promise to overhaul the profession





Blair wrote:


Smuggler
We are going to look at and probably revise the Underworld skill set.
We'll fix bugs with slicing 4.
Spices will get experimentation values (for withdrawals, etc).
Feign death causing the player to take too much damage and to be unusable when moving will be fixed.
We'll add more stuff to the master box. (Probably additional slicing features)
The bug with not being able to eat spice will be fixed.

http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=417746&highlight=smuggler#M417746









9 September 2003 - Devs promise action aftera 1,010-post filibuster by Smugglers on the old SWG Discussion Forum





Holocron wrote:

On his way out the door, he tossed this over his shoulder:



1. Underworld Branch


- I think we are going to try and replace most of these skill boxes with something more usable, since these just aren't very fun. The main issue is finding the time on the schedule to implement some new smuggler skills.


2. Slicing


- We'd like to add slicing code to more types of terminals.


- The problem with weapon slicing giving better results than advanced weapon slicing has been fixed. Slicing 2 had a bonus that Slicing 4 was supposed to have.


3. Dirty Fighting


- Some unarmed moves would be good to add and probably fairly easy. We will look into it.


- We will look into adding combat bonuses to this tree.


- We'll fix last ditch to be balanced with similar moves and we'll look into the other smuggler moves to improve their usability.


4. Spices


- Experimentation never had any impact on spices, so the UI stubs for these were removed. Adding experimentation systems to crafted items takes time, but we'd like to add one to spicing at some point.


- The effects of spices still need to be balanced to other buff consumables. Also, effects like burst run, etc, can be added, but require more development time.


5. Master


- 25% off faction perks is very very useful to any smuggler in PvP, but we will look into possibly adding nonPvP bonuses to this box.

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=19942&highlight=smuggler#M19942









16 September 2003 - Smugglers are distinguished as needing the most love





Q-3PO wrote:

We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment).


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=552985&highlight=smuggler#M552985









6 November 2003 - Devs tell Smugglersthat the profession willbe "augmented" "immediately"





JustG wrote:

There is a lot on our plate, and we are regularly going to provide you with as much information as we can about what is going on. Our priorities and tasks feed in from a variety of sources, and there are very many items on the design priority list. We will not be able to get to all of them with the next few pushes, but we want to take on a number of things that will make the game better, immediately. These include:



  • Professions Augmentations
    Droid Engineer
    Smuggler
    Merchant
    Chef

http://starwarsgalaxies.station.sony.com/team_comments.jsp?id=59306&page=Team%20Comments[look for Gary Gattis's Letter to the Community" at the bottom of the list]









5 December 2003 - Devs state that "Smugglers are getting some attention soon."





Thunderheart wrote:

Smugglers are getting some attention soon. Everything is getting more attention now that Player Cities, Mounts and Vehicles have been added.

http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=15023&highlight=smuggler#M15023









20 December 2003 - Devs state that Smugglers will be overhauled, and that the community should offer some ideas on what we want






Thunderheartwrote:

Both San and I agree that you guys need more of an answer and here it is. The smuggler isn't going to be just "fixed". Its in re-development. Smuggler is an important profession and needs more than a little attention.


Here is what I need from you folks. Since Smuggler is "In Development", I hope you folks can work together to put together some reasonable ideas togetherfor the types of directions you would like to see the Smuggler profession change/develop. . . .


. . .I will take that information to the producers so that your desires and ideas can be accounted for when the development process moves to the next stage.


The best recommendation I can make is to keep your ideas realistic. Come up with ideas using the system as you know it as opposed to inventing things from a "blue sky" approach.


I very much look forward to seeing your input.


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=42882&highlight=smuggler#M42882










23 December 2003 - Devssay thatcontraband scans are too tough to implement





Thunderheartwrote:

The thing is that smugglers essentially are a "space based" profession (at least the way we think of it)and giventhe inherent client/server limitations, its atough proposition any way you look at. For instance, lets say Imperials do a search for contraband at starports. Can you imagine the lag if we even did an item check for everything inevery player's inventory as they entered and exited a starport? And then there are the guys that run back and forth across that threshold just to lag things out. This is one tiny piece of a larger puzzle. It has to be a cool game mechanic and work in the game system and in a big MMO environment.


The key here is that while I was in beta and I knew everyone (I actually have almost all of it saved on my hard drive, but doing a search on "smuggler" with 12 gig of materials would be insane). Further still, that was a while ago. I want to hear YOUR ideas and Ive worked with the devs and correspondents to focus communication so that correspondents can get me information and also in a way that I can both share it with the devs AND catalgoue it.


Its all a process and we're working on it and its going to take time. The devs want to make a good game, you and I want to play a fun game and as a community, I believe we can make this whole experience very cool.


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=43562&highlight=smuggler#M43562









21 January 2004 - Devs promise revamp post within the week





Thunderheart wrote:

"Smuggling" really is a spacey kind of profession and doing something on the ground really needs to be thought out.

With that being said, Im working on the Smuggler and Squad Leader profession revamp posts this week. Im just taking the time to put together some really nice posts so that the answers that players put forth can be easily handled and used by the dev team.


Currently, people don't say, "hey we're going out hunting, lets make sure we have a smuggler". That shortfall is something that needs to be included in the revamp thread.


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=19680&highlight=smuggler#M19680









27 January 2004 - Devs institutecontraband scan ideathat had beendismissedas impossible 5 weeks prior






Thunderheart wrote:

... I pushed very hard (I spent a couple of days pushing this issue) and the devs added bonuses to the Smugler Underworld Tree


A small victory, but you asked and its in. Here's how it works:


1. The system counts up your contraband and does the "scanning roll".
2. If the system "sees" the contraband (having made a successful scan roll), it checks to see if you are a smuggler. Depending on what level of Underworld a smuggler has, they get a progressive chance to "escape the scan". If the smuggler roll succeeds, then the player will get a message that reads, "You have successfully avoided the scan."


So if you want to get spice or sliced armor and weapons from one place to another and not get harassed by the Empire, then smuggle it

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=51541&highlight=smuggler#M51541









3 February 2004 & 11 February 2004 - Devs thank the Smuggler community for endorsing a system whereby Imperials move contraband better than Smugglers





Thunderheart wrote:

Based on community input, we have made the following changes to the Imperial Crackdown penalty schema. Thanks go to San Tsu and the Smuggler community and Jester and the Galactic Civil War community.

[Thunderheart then proceeds to describe the system --hugely controversial and now known to Smugglers as "Imperial Immunity" --whereby anyone who invests some Imperial Faction points is able to bypass contraband scans better than a Master Smuggler. I would post it all, but Thunderheart used a strange script and it takes forever to clean it up for posting purposes.]


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=801&highlight=smuggler#M801

Updated on 11 February 2004:

http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=22484&highlight=smuggler#M22484









7 March 2004 - Devs institute Fred Sanford minigame so Smugglers can sell trash






Thunderheart wrote:


One neat new addition to Publish 7 is with the Junk Dealers. Smugglers who have underworld can now take their Junk to the Jawa Traders camp and they can sell their junks to the Jawas up there.

http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=137614&highlight=smuggler#M137614









8 March 2004 - Devs reiterate the idea that selling trash counts as "smuggler stuff"





Thunderheart wrote:

... the change to smuggler's [adding the Fred Sanford Trashman minigame] was a small one. Its just me working with the team to fit smuggler stuff in where we can until the revamp - - thats when the beefy changes will occur.

http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=138096&highlight=smuggler#M138096









8 March 2004 - Devs promise a"pretty high visibility" revamp plan that incorporates the Smuggler Correspondent and the community







Thunderheart wrote:

You can expect pretty high visibility from the Smuggler thread. Ill do a takeaway and work with the correspondent and the community when we move to In development with it...


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=30240&highlight=smuggler#M30240




Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

TuvarSwaeda
Fri Jun 04, 2004 3:41 pm
#104

This is from a recent state of the game letter

"We've been burning the midnight oil to come up with a few more surprises. In the next 60 days you will see announcements on:



  • A Veteran's Rewards system that will allow you to earn a bunch of cool things, up to and including an exclusive starship when "Jump to Lightspeed" launches!
  • In-game leader boards.
  • New mission types for player cities.
  • A preferred "Jump to Lightspeed" beta program for existing subscribers/veterans.
  • A Character Transfer System to move between galaxies.
  • And a few other crazy things along the way!

As mentioned in the last State of the Game, things can and will change with our schedule. Accordingly, I would like to present you with our current development plans:


Mini Publish 8.1



  • Image Designer Enhancements
  • Improved Line of Sight calculations (no more shooting through walls etc.)
  • Jump to Lightspeed Beta announcement

Mini Publish 8.2



  • Death Watch Bunker This is a Major adventure w/ integrated profession requirements and some amazing new loot:

    • Bounty Hunter Armor
    • Mandalorian Armor
    • Jetpacks (Yes, Jetpacks!)
    • New weapons
    • New art

  • Veteran Rewards system
  • Badge Display system
  • Loot enhancements"

Now, i know "things can and will change"...and you guys are probably really bogged down, but since I achieved veteran status the other day I am suddenly very intrigued by this. Any word on it? I cant recall hearing anything about it...ever. Thanx




Tuvar Swaeda
Jedi Padawan


Dr. Kaeleb Swaeda
Master Doctor
Resource Vendor: 1668 -6412, Blackdog City, Corellia
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