Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-10-04)

BattleDroidControler
Wed May 05, 2004 9:29 pm
#92

these last 2 publishes "trying" to revamp the DE profession have been (this portion of the message has been deleted by an administrator due to strong language) horrible. Droid invasion and droids rebuilt didn't do the publishes any justice. here are some suggestions I would like to see to the game the DE profession particularly. First off I want to make totally custom droids, not every droid engineer is part of the same droid company so we should have the ability to make custom droids. next how about making the droid engineer more of a combat class, like creature handlers and there pets. I'd like to run around with a droid control unit and tell my stage 2 darktroopers to go blow something up. and my final rant for the de prof is..... make the binary load lifter do something! next, I was wondering why the jedi skill trees are so.... blank. One more thing I'd like to see is weapon customization! you know like different blades and handels and such not necessarily changing the stats of the weapon just the look of it the same could go for vehicles too but more then just the color, I want Dash Rendar's swoop from Shadows of the Empire. and my final suggestion for this post is player city starports. I'm sick of driving through deserted PCs I'd like to see people move out of coronet!



I'm shocked! You mean I'll actually be able to smuggle!? -Anonymous Smuggler

Sykopath - Master Underworld Smuggler / Sykopathik - Master commando

Malfunctioning Eddie - Master Structures Trader / MrsSykopath - Master Engineer
--Sub Supreme Chancellor of the HIGE PA--
poulp
Wed May 05, 2004 10:40 pm
#93

TH,


in your new endeavor to get a rep from each profession, I read in BE forum about a very exciting idea i want to put here to be sure u read it: about dna sampling, make it so from novice to master there is improvement in dna samples numbers harvested at each try. Example: a novice get max one sample for each successfull try. Lvl 2 get 2 sample (SAME dna), lvl 3 get 3, and so on till say 5 dan sampes from one successful tryas master. Benefits? Less space taken to store samples - .possibility to make a fatory run of 5 pets since we get 5 identical dna samples.


poulp from kauri


Oblox
Thu May 06, 2004 4:38 am
#94

Couple of things

1)Player cities -

Mayor withdrawl now i may be wrong but at present there is no way for a mayor to withdraw from the running? This would be useful as a way off passing over to new mayors without having to make sure everyone votes which is nigh on impossible unless the town is tiny. If more than one person runs for mayor there should be an option to withdraw.

Mayors need more control, at the moment we have a situation where players houses/vendors can sit unused for months if they have enough maintenance in them is it possible to create a cut off point where mayors can remove structures/vendors.

Mayors at master politician level should be able to place and own ANY civic structure including cantina and med center.

Cities should be able to have an option to show their status and enforce some rules. By this i mean enable some decor changes to civic structures dependant upon faction and possibly the ability to pay for factional NPC's to patrol the town.

2)Creature mounts -

Preferable to speeders personally but can they not be made to permanantly gallop as long as they are fed? this would make them a worthwhile part of the game again and a new food could be developed between chefs/be's for allowing this.

3)Imperial bases/rebel bases -

Can faction scanners be made more effective? by this i mean give them the ability to focus all troops in range on any targets they scan and put out an alarm or a siren or something.



~ Ani'a L'o ~
Dune Sea Desperadoes
Lightsaber ~ ()(ts)() - Tri Sun Shipping ~ YT-2400
"Wandering the galaxy since November 5, 2003"
Cura
Thu May 06, 2004 5:16 am
#95

Cura
Thu May 06, 2004 5:18 am
#96

Hi.


Is it possible to implement a kind of additional grouping system, wchich could be used to allow pvp regardless of faction alligment?


Anybody could create such a group. Creator woud allow, or not people to join, so only trusted players could participate.


It could help to run player driven events, such as smuggling, cantina fighting, bounty hunting, etc.


I think it woud be a great system for roleplayers.



Regards,

Cura

Gooney
Thu May 06, 2004 5:55 am
#97

This thread is about one of the most useless threads Ive ever seen.


There is absolutly no continuity or discussion of any kind. Just one wacko idea after another.


How can the devs or anyone else get a consensus of what will actually make the game better in this "open forum"? Everyone is posting a different idea.And how useless is an "open forum" if no one from the development/production communtiy takes part.


There should be a topic, then discussion on it.


All of you people posting here (me included) are sincere, we belive that our ideas can make the game better. However, a forum where everyone can just vomit out an idea while mildly interesting is very counter productive.


Every single suggestion here already exists in one shape or another in the profession forums.


Heres a Concept Idea. Go to each profession ...Read the Issues post at the top of each one. Implement or explain why it cant/shouldnt be done and remove this waste of bits and disk space.


Move along...there is absolutly nothing to see here.



-Gooney



Prev Mooney
~LVN~
~ Pro Res Republica~
Bim_Azul
Thu May 06, 2004 6:12 am
#98

If I might add to the lack of continuity of the thread *wink to Gooney* I have two ideas which I would like to throw out there on the off-chance one catches the right person's eye.


- A unique Corellian Medium House. Corellia/Talus dwellers were slightly shafted by getting houses which are just generics with a repaint. I suspect the reverse is closer to truth, the houses were designed as Corellian, then the need to have genereic houses arose too late and the common-looking Corellians were used. As an alternative, allow ANY style of house on any planet, but wrong-world houses suffer a 20% increase in maintanence. I would pay that to get a naboo medium in my Corellian city.


- A return of the Battlefields to their original, limited capacity. They were functional. Now they are just marked off areas, While I hope they are being looked into and updated, please let them be what they were in the meantime.



Bim Azul aka "Blue Mayonnaise" - unretired
ex-Mayor of Port Agrilat (rest in peace), Corellia, Bloodfin - Retired
Mr.April: Galaxy Guys 2004 Calendar - ALWAYS
http://furplay.com/swg/cal/cal.php?cal=male2004
Crimsonsplat
Thu May 06, 2004 8:51 am
#99






raynedog wrote:

Well this is a long shot but then again that's what this forum is for I would guess.


As a medical supplies crafter, and ex- master arch, crafting seems far too "solo" driven. As well, loot still seems a bit useless. I would puropose that a few more items, craftable by elite crafting proffesions would have a sopt for an ingediant that would come from another proffesion, this item would be completly optional however.


So, items that are being made now would not change it the least bit, should you obtain this optional componet, you could incress the, stats, or different color, or more units made, ect, ect by a small amount. Some of these optional componets could come from Rangers, meaning that only rangers would have the skill to extract a Bol Chest Bone, the chest bone could then be used to add a few more points to the healing factor of a stim pack or something of that nature.


In this system there would be other items that others could obtain, such as we already see with the Peko Peko feather, and some items that can only be crafted by other crafters such as we see with BE+Taylors, or Taylors+Armorsmiths, both those proffesions can use something that the other makes to enhance thier items.


In summary, the items would optional,would be on a few schem not all, and throught the wide variety and number of schems out theremany if not all of the proffesions could have something to offer.







ABSOLUTELY NOT!!!!


The need to farm for drops is what makes EverQuest crafting a pain in the patottie!! There's a reason it's nicknamed EverCamp! Hours andhours dedicated to hunting down monsters I could care less about just to get a few lousy items to craft with. And makingother classesthe only ones that can get them means holding our ability to craft these items hostage to another class.


NO, NO, NO, HELL NO, JUST SAY NO!!!!


BTW, Did I mention I really don't like this idea?


Crimsonsplat
Thu May 06, 2004 9:06 am
#100






Barafu wrote:


This has been suggested before but I wanted to bring it up again. It might seem extreme but I think it could have major impact on the game.


(snipped)


Here's where the "useless" part comes in -- in order to for this proposal to not be effectively granting everyone a second account, the second slot would be completely nerfed. I mean completely. No skills, can't take missions, can't carry more than a few items (clothes and a couple of props), etc. Basically anything that would useful from a game mechanical point of view could be taken away while leaving the character the ability to walk around and create content. Obviously, with no usefulness to the character, you'd be able delete the character and create a new one for another event on a whim.


I think we'd see a lot more interesting stuff occurring in-game if we had this option.





I think we'd be seeing a lot more harassment and anti-social behavior. One of the reasons it's so prevelent in EQ is the ease with which people can create a "throwaway" character and train (with monsters, not skills)or harrass others. Then delete it and the CSR's have nothing to follow up on. And there's no player backlash either, since the offender is "unknown."


OHMSS225
Thu May 06, 2004 9:14 am
#101

TH,


I love the use of combat tactics in this game. I also love how a lot of thought must be put into our characters to figure out the best combat template in order to better serve everyone in a group.


When I first started playing Galaxies, I planned on playing as a solo scout so that I could hunt out organic resources and sell them for a good profit. I also had some skill in pistol. However, as I began to play more in groups, I noticed how hard it was to find a medic to join with us and we were often short on heals. That was when I decided to become a doctor, so I could better serve a group with a profession that was at the time hard to find. I originally thought that my role in galaxies would be decided when I chose what profession I wanted to pursue. Instead, my role developed naturally according to my own personality and the environment I was placed, and so instead of my skill template being a determinate of my role, it became a product. When taking a good look at the game, it's pretty obvious that this sort of thing was by design, and I just want to give my congrats to the devs for creating a developing and organic system for skill templates. Once the holo-grind is over with, I'm sure this system will thrive once again.



I have noticed, though, a great lack of puzzles in this game. Being a fan of games like Myst, Resident Evil, and Onimushu, I know how large of a role good puzzles can play in allowing a gamer to immerse themselves in the gameplay. I find it very disappointing that SWG is very lacking in this field, andI think that developing this sort of gameplay would not only add to the immersive quality of the game, but it would also attract a much wider audience to the game. Allowing gamers to play in either playstyle, or even both, could add a great amount of versatility to this game, keeping players from becoming bored and encouraging them to keep updating their subscriptions.


This style of gameplay has been vastly overlooked in SWG, and I believe it's a large part of the reason many people cancel their subscriptions. While adding new art, skills, and dungeons is cool, it usually doesn't make the cut as "content." Gaming content is devoured by the mind- not the eyes. I wish the devs would begin to understand how much a good puzzle design can improve a dungeon and please the playerbase, as opposed to difficult mobs, new art, and loot. Perhaps you could hire some new people to work on puzzle design, or maybe even check out Myst and Onimushu for some ideas. This is a kind of gameplay that we gamers desperately crave. Please give it to us.


Could you just give a short reply, even an 'okay,' so that I know you read this. I put a lot of work into it.


Thanks!



-= Ahriman BreViary =-
OHMSS225
Thu May 06, 2004 9:15 am
#102


TH,


I love the use of combat tactics in this game. I also love how a lot of thought must be put into our characters to figure out the best combat template in order to better serve everyone in a group.


When I first started playing Galaxies, I planned on playing as a solo scout so that I could hunt out organic resources and sell them for a good profit. I also had some skill in pistol. However, as I began to play more in groups, I noticed how hard it was to find a medic to join with us and we were often short on heals. That was when I decided to become a doctor, so I could better serve a group with a profession that was at the time hard to find. I originally thought that my role in galaxies would be decided when I chose what profession I wanted to pursue. Instead, my role developed naturally according to my own personality and the environment I was placed, and so instead of my skill template being a determinate of my role, it became a product. When taking a good look at the game, it's pretty obvious that this sort of thing was by design, and I just want to give my congrats to the devs for creating a developing and organic system for skill templates. Once the holo-grind is over with, I'm sure this system will thrive once again.



I have noticed, though, a great lack of puzzles in this game. Being a fan of games like Myst, Resident Evil, and Onimushu, I know how large of a role good puzzles can play in allowing a gamer to immerse themselves in the gameplay. I find it very disappointing that SWG is very lacking in this field, andI think that developing this sort of gameplay would not only add to the immersive quality of the game, but it would also attract a much wider audience to the game. Allowing gamers to play in either playstyle, or even both, could add a great amount of versatility to this game, keeping players from becoming bored and encouraging them to keep updating their subscriptions.


This style of gameplay has been vastly overlooked in SWG, and I believe it's a large part of the reason many people cancel their subscriptions. While adding new art, skills, and dungeons is cool, it usually doesn't make the cut as "content." Gaming content is devoured by the mind- not the eyes. I wish the devs would begin to understand how much a good puzzle design can improve a dungeon and please the playerbase, as opposed to difficult mobs, new art, and loot. Perhaps you could hire some new people to work on puzzle design, or maybe even check out Myst and Onimushu for some ideas. This is a kind of gameplay that we gamers desperately crave. Please give it to us.


Could you just give a short reply, even an 'okay,' so that I know you read this. I put a lot of work into it.


Thanks!



-= Ahriman BreViary =-
JalonDrett
Thu May 06, 2004 9:36 am
#103

TH,


I agree with OHMSS225100%.


The addition of puzzles, and areas within the game that really make us think and interact with the environment to succeed, would be a huge benefit to this game. When it comes down to it, I would rather have you charging an extra $5 a month so that you all can hire one or two people devoted specifcally to enhancing this dynamic of the game, than further strain your already stretched workload. I think a lot of people, if not most, would agree with me on this point. In terms of hours of entertainment per dollar, this game is VERY cheap entertainment, especially compared to going to a movie ($10 for 3 hours max), or even buying a single player game.


Anyone else agree with me on this point? I would rather pay a little more and see my invested time in this game pay off, than have you have to scrimp, cut corners, and stick to the basics with a limited staff due to the need to keep prices low. Even for the casual gamer, a small addition to the fee so you all can get the kind of help you really need would be totally acceptable in my opinion.


I've seen a lot of posts that seem to think the game is lacking in "Star Wars-y feel" or "content", and I think this idea could really help out a bit. If I'm totally off base, and out of the majority, then please people, speak up. I've thrown out a viable idea here, and we need to let the devs know how the community feels on this point.


Thanks,



Jalon
Elder Jedi
AKA: Santa Fett (Pre-CU MBH)
LooMacklin
Thu May 06, 2004 9:47 am
#104

PAY MORE? insanity!


Complex dungeons, more plots/quests and a more rewarding experience for soloists in general.. these things should be expected, not begged for.



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