Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-15-04)

DaPredetah
Wed Mar 10, 2004 12:28 pm
#105




There was a community thread concerning smugglers a few weeks back. I made a fewcomments in it to answer the questions posed to usbut was away on business at the time and other then the one chance to post I did not have a chance to revisit the thread. I had a few points to bring up that I had no time to then.


I hadn't noticed it in there at the timeI posted but I had some concern in the smuggler department concerning sales. Since the role of an artisan requires very little crafting experience in order to attain a vendor, 4500 total general crafting xp, can it be added to the smuggler tree that smugglers can attain vendors after simply completeing the first spice skill set? (FYI 8000 crafting xp.)


I don't mean the same vendors as an artisan but say one vendor type, the shady character, that we can then place. As it is, a spice is a drug and it would be expected that shady untrusting people would be the salesman of these products although finding a partner who is an artisan and owns a vendor is logical in the sense of having a "front" for the criminal activities I think the option for a smuggler to be on his own is being lost. Just maxing the spice tree gives a player more crafting experience then the artisan tree does so it makes sense that we might have an underling hocking our goods. Just seems to make sense to me.


Lets do a side by side.


A smuggler needs 56000 spice crafting xp to be able to make all the spices. All this gives him is the ability to make spices. An artisan needs 10500 general crafting and can use the bazar, own a vendor (of various types),charge access to his structure, andhave premium auctions. The merchant tree obviously expands greatly on this. Now I am not saying that a smuggler should be given all of those perks, but at least being granted a vendor as part of our crafting and/or slicingxp seems logical. We have as much investment in the movement and sale of goods as other craftsmen and that partis being over looked as well as the grind of crafting that we also go through. Instead we must devote 24 skill points so have one vendor. One. *shrugs*



Micma' Cabro
The Guardians
Starsider
NiobeWun
Wed Mar 10, 2004 2:04 pm
#106

Great Idea!

This would be very cool! I would be willing to shell out a few k for a frame to hang my pics, say maybe a maximum of 5-10 pics. That you can deleate later if you want to.




Niobe Wun
imn4life
Wed Mar 10, 2004 2:28 pm
#107

I ask this here because I believe it is still "In-Concept".


HAM changes:
I can not find where I read this but the HAM system is changeing soon correct?
I also remember seeing that instead of HAM causing Damage it will reduce the Max value of the stat. Is this the idea?
How will regeneration of those stats work?
Is the "cost" of HAM raising/lowering or is it just a new application of the penalty?


If anyone knows of a link to more information on the HAM changes please let me know.



solarijedi
Wed Mar 10, 2004 3:02 pm
#108


By the way are there going to befixes comingfor mortal wounds or just the conventional system HAM
BadKarma777
Wed Mar 10, 2004 3:06 pm
#109






Phobeus wrote:


I think that there should be a way to surrender learned laguages




Here you go.




**I have come here to chew bubblegum and kick @ss... and I'm all outta bubblegum.**

Vinaddar
Wed Mar 10, 2004 3:17 pm
#110

We Doctors are PO'd and want this addressed:


Put Avian Meat on every planet, as it should be. Fix the lack of any Avain meat on Dant and Endor. How many /bug reports will they continue to ignore before this happens?! And dammit, we need some large avains comparable to Pickets and such to allow for gathering of a decent amount of meat. I'd be happy with Enraged Gulginaws of Doom (or any other friggin critter to fill this gap) roaming thelands on Dant and just making the various Lantern Birds on Endor drop Avain Meat. And don't try to justify the lack of big birds by saying we have Peko Peko Albatrosses, cuz 1 hard to find bird with 90k HAM does not compare to the endless availability of 10k mobs that currently drop everything but Avain.


After that, scrap the unwanted, undeserved nerf to Experimentation which you plan to implement for all of the crafting classes. (When we, the community, said "Please reduce or remove Crit Failure, it is not fun and does not add anything to the game." we did not say "Also, please reduce the final results for every item we ever make going forward by reducing our Experimentation values.")


Then, devote more resources to fixing current bugs (we have asked for this before, no?) and less to revamping so much so often.


/end rant


Vinaddar
HumanRebJediMaster
Wed Mar 10, 2004 3:19 pm
#111

MY PLAYER BOUNTY IDEAS PLEASE READ***
Okay…player bounties would be the most fun aspect of star wars galaxies and would be fun for everyone. There hasn’t been a really effeciant way of creating this theory of player bounties but I have discovered and true bright idea that could change this.
Bounty hunters are begging for player bounties but the concern of this is of those that don’t want to be hunted…my idea gives them a choice to not be hunted and then there are those that want that extra tension of being the hunted. “Bring it on!” they cheer.

Well…the idea is Player Contracts to be simple at first glance. What happens is…the average player walks up to a mission terminal and there will be DELIVER/DESTROY/CONTRACT

DEILIVER/DESTROY will be the same as they are now…do the mission…get paid…life goes on. Now…the CONTRACT tab will be fun. What it does is…it takes regular missions that you could get from DESTROY and ups the pay another 1-2k…so if the same mission (just for an example…there would never be an exact same mission but lets just say there was) was 5k on the DESTROY tab it would actually be 6-7k on the CONTRACT tab…there is the regular brief message on why they want this mission accomplished and then on the bottom it says WARNING: If you die (at all) during this mission you will have a bounty placed on you. Beware. And once you hit accept it says DO YOU UNDERSTAND THE TERMS AND AGREE: and you type either “yes” or “no”. If you type no you will just go back to the regular screen but if you hit “yes” you will get a waypoint as usual and the missions goes on as usual. This leaves the average player that doesn’t want to PVP to have the choice to say no to player bounties without even having to make a major decision (and if they did want to engage in it or make a few extra bucks all they have to do is say yes and yadda yadda) and they can live their own happy life without having to PVP and then those that want to have the player bounty PVP can simply say yes…make some extra cash and have a little more suspense and it leaves the player happy and the bounty hunters enthused.

EXAMPLE:
Lets say it’s a piket lair and instead of the reward being 9k for it its 11k now because its under a contract. You go out do the mission…and you die. A message comes up saying “Your contract has been broken. The bounty on your head is currently (or 16,500 whichever seems more reasonable for the economy)22,000.” I got 22,000 by multiplying the reward for the missions by 2(or by 1.5 if the economy is inflated). Now, lets say a bounty hunter never found your mission or no one wanted it…and you got another mission and failed that one and it was a 5k mission with the contract. Then a message would come up “Your contract has been broken. The bounty on your head is currently 32,000 (or 21,500 if the economy is inflated) and once a bounty hunter comes to get you and kills you…your slate is clean and you can do whatever and not have to worry about the bounty hunter coming for you

That is my idea for Player Bounties. It’s easy and fun at the same time.



- I Came back to the game BECAUSE of the NGE!
Dracoblood
Wed Mar 10, 2004 5:49 pm
#112

<<2) Mission lairs and/or mission thieves. Make it so that for a certain time after accepting the mission you only get lair XP if you are either the mission taker or grouped with him. I am sick and tired of my missions being taken by 'XP farmers'. And before you flame me with 'well just go get another'.... why should i spend my game time running to and from mission terminals (see No.1) ?? Okayi get the mission cash but cash is not what I want.>> -- MUZZ


If this idea can't be implemented, then anyone who attacks a lair spawned by a mission terminal gets a TEF against the person who originally got the mission (provided they aren't grouped with the original owner of course).
Joe17
Wed Mar 10, 2004 6:09 pm
#113

bazaar bids

-to add more of a point to bazaar bids...shouldnt they allow the bidder to go above 6000? i mean what fun is a bid when someone can just put the max cost and no1 else can out bid them.



Dracoblood
Wed Mar 10, 2004 6:10 pm
#114

Vehicle customization kits were a step in the right direction. However, they are simply not enough.


Master Artisans need a way to permanently alter the colors of a vehicle.


Master Droid Engineers need a way to permanently alter the colors of a droid.
GoobenHimer
Wed Mar 10, 2004 7:59 pm
#115

there should be more massive battles or something because i have been playing for a while and i cant find any this is a civil war why are there not any huge battles like the battle zones i have heard of and if there are there should be a way to find out about them. and if there is that tell me cause im an idiot.
KarioAkoni
Wed Mar 10, 2004 8:26 pm
#116

ARCH idea- why not give beds and furniture some sort of physical enhancement value? such as if you have a nice chair or bed near your crafting station, you can heal small numbers of mind wounds or such. just a thought
Kilarny
Wed Mar 10, 2004 8:47 pm
#117

New Concept:

An In-Concept thread on publish 8 droids.
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