Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)
Wale wrote:
Can something be done about the AP system...It worked fine until the Holo-Craz....Now standard Roleplayers are having to compete with the high prices the holo-grinders are setting....Before the craz....students tipped teachers for the skill training...now holo-grinding teachers are paying students 1k - 5k per skill learned just so they can drop their new masterhood and grind the next....
Can we have NPCs to train so we can get our AP....even if there was a set price....but I do not want to have to search out students and then compete with someone who doesnt even care about becoming a master....What ever happened to the students seeking the training of the skilled....dam Holocrons...bane of this game.....
Grinding to jedihood is being removed soon, and besides reaching AP only requires a friend with scout but not hunting. You can get an incredible amount of scouting xp from just 1 trip to dantooine, learn/unlearn hunting 1 over and over and over and over and over and over again. If you are grinding a crafting prof then yes it can be difficult but just get the scout skill (like I said easy with a trip to dant) and then you're on your way.
DVader539 wrote:
So..... *clicks tongue* what about this from two weeks ago?
Here's a real, real, real simple fix for you.
Spraystick is supposed to be acid damage
Tusken RIfle is supposed to be kinetic damage
T21 was talked about being Blast damage
Wasn't that from a few months ago...back when it was new and could have easily been hotfixed to help us. Oh but waiting for the combat patch in a few months is much better in the long term. Right?
Spiglord wrote:
BRING BACK THE LOST PROFESSIONS.....
As a crafter since beta, I have found that I am spending sinificantly more time on resource collection than actually crafting. Being a Master Weaponsmith now requires more imagination in the management of myfleet of heavy harvesters than investigating schematics.
In fact its gone BONKERS on Wanderhome with spawns of better & better resources happening daily. If I don't check the SWGCRAFT.com boards every hour, then I risk missing out on a new quality resource and consquently being left behind in the endless race to make better & better weapons for a demanding customer base....!!
It's time to re-investgate the dropped profession of Miner.
As a Master Weaponsmith (that hasto get Engineering IV in theArtisan Tree,) I can: -
- See every available resource on any planet at any time
- Survey and mine any & all resources, on any planet at any time
- Build and operate any type of harvester in any location at any time
As much as this makes me almost 'all-powerful' I see it as fundementally wrong.As a Weaponsmith I should be able to do a sub-set of the above,not everything to the very best level.
With a little bit of imagination, it would not be difficult to re-implement the Miner professionto play an important role in the SWG world. With professional branches of Advanced Surveying, Advanced Mining Techniques, Harvester Operation, and Resource Refinement, I think that many players would find it a rewarding profession to follow.
[The Resource Refinementbranch could be one that allows a Miner to refine a single resource attribute of a particular resource, thereby creating unique resources for use in the crafting profession. just imagine a Master Miner that could 'refine' the conductivity of Plumbum Iron by an extra 200 points..!!]
Additionally, bringing back the mining profession would introduce some level ofinteraction withing the crafting professions with everyone wanting the services of a Master miner to bring me the best resources possible. After all, as a Master Weaponsmith, what have I got to spend my millions on anyway..?
So THUNDERHEART, any chance of another look at the mining profession....??
[and when you've done that, we'll look at the Manufacturer Profession too....]
I have to agree. I would also like to see a mining profession.
I was just curious as to whether or not the proposal by NRaas (ranger correspondant) for changes to the Ranger profession has been reviewed by the Devs. As a master ranger now, and apparently from what I understand they are in short supply on tempest, I would love to see the proposal by NRaas implemented. I don't plan on going Jedi even though I have enough holos to guide me through my first four professions to attain my fscs. I plan on remaining a Master Ranger and as that is the case, I and the rest of the rangers out there would love to see this "Outdoorsman" plan put into effect. Thank you in advance for any response to this topic TH.
Reyune Edredis
Xplorer Corps
Running Blade Resources }
(-6272, 6776)
Jaxian Bay, Naboo
I agree, the mining profession should definitely be brought back to SWG. It existed in beta, but it was removed due to the developers being unable to make it "fun".
Right now, as Spiglord said, many crafters spend more time surveying, placing harvesters, checking harvesters, etc. than they do actually crafting. There is something terribly wrong with this picture, and there needs to be a mining profession to fix it. A lot of the fun of crafting is taken out by spending inordinate amounts of time just hunting for resources. For many of us, the sole reason for continuing to craft is the millions of credits that we earn because we mine our own resources for a much lower price than we can buy it at.
Bringing back the mining profession will also bring a renewed interdependence among the professions. Architects, armorsmiths, chefs, weaponsmiths, tailors, we will all need miners. Some players already do this, so let them become better at what they already do by giving them a professions and abilities to work with.
The mining profession can be made fun, just take some of the ideas posted in this thread and elsewhere. Heck, if players are already doing it,it already must be fun. If implemented correctly, itwill be even more fun, it will be profitable, and players will use it.
Spiglord makes a compelling argument for the re-introduction of this much needed special Skill - the Miner!
As a long time Crafter and Master AS I also concur, the burden to locate and procure the best resources in the galaxy is both time consuming and simple put, to available to all crafters.
By re-arranging the skills in the Surveying tree or adding new better abilities to the Miner, SWG can encourage the type of team work and interdependence that is so missing in most users experience.
Cheers
RohmEnari wrote:
I was just curious as to whether or not the proposal by NRaas (ranger correspondant) for changes to the Ranger profession has been reviewed by the Devs. As a master ranger now, and apparently from what I understand they are in short supply on tempest, I would love to see the proposal by NRaas implemented. I don't plan on going Jedi even though I have enough holos to guide me through my first four professions to attain my fscs. I plan on remaining a Master Ranger and as that is the case, I and the rest of the rangers out there would love to see this "Outdoorsman" plan put into effect. Thank you in advance for any response to this topic TH.
Yes ![]()
Last Thursday or Friday, there was in internal email to the effect of Ranger/Scout camps and I was able to the proposal in the discussion. Its too early to know what can and cannot be included, but the team was exposed to the proposal on a timely basis.
I do my best to do that with everything. When it comes up, I voice your opinions. Sometimes I spice it up in my poststo make the forums an interesting place to come and debate, but I alwaysbring player issues to the table. When debates are passionate, people tend to make stronger arguments and that always makes for fun posting and good feedback for the devs.
In short though, the camp stuff is in the works. When I know exactly what it is, Ill follow up.
====================
PC = player character (not personal computer)
NPC = non player character
That's all i can think of now... i hope i get a response... personally these bugs really frost me sometimes and i end up taking SWG breaks and go play KOTOR by Bioware instead or Podracer to ease my fury hehe. I've tried to keep the post as constructive as possible but there's my little flame
TK42I wrote:
My Five Cents this week:
I am not certain that the method for gather AP XP to get master is doing for the game what it was intended to do. Instead most players just start auto-yelling outside Coronet starport for two days until they get it or have a PA buddy lend them xp as they give away points during a holo-grind. In some of the early guides there mentioned universities in the NPC cities. My suggestion is that you make Universities a major building. Players who need AP would go there and get bonus xp for training in that location.
To add a more star warsy feeling to the game, perhaps individuals could only learn 2 or 3 languages. In order to understand all of the languages they would need a protocol droid standing next to them.
PEX: I'd love to see you and your gang ride around in Jabba's sailing barge on Tatooine for a player event.
i like the 2nd idea..... limit the number of languages a person can know. 2 or 3 wouldnt work because everyone would choose Basic, Their native language, and Shryyiwook.
The limits should be different for comprehension and for speaking. Speaking could be limited to two languages, their native tongue, and a 2nd language (most would choose basic except for humans who would pick some other tongue because basic is the native for humans). Comprehension would then have a limit of 4 or 5. Remaining languages require either the underworld languages box from smuggler, or a protocol droid. Certain npc's should be speaking in tongues as well. I visited a wookie brawler camp on my alternate char and they yelled at me something like "hey you!" but it was in basic; the chat log didnt say "says in shyyrwook". It baffled me why a wookie would be talking in basic.
-duck