Development Cycle Archive
Thread: In-Concept Open Discussion (6-21-04)
LunaticFringer
Fri Jun 18, 2004 1:46 pm
#105
Members of the community,
Here is one thing worth asking for (perhaps anyway):
If enough of the community would ask for it could we see a 'Rouge' Test Center Server. I don't think my computer would personally be able to handle playing on it sense I haven't even been able to participate on the Regular Test Centers since launch.
Now then, what I mean by 'Rouge' Test Center is this: A test center where more the community and devs (and corrospondants) work with free reighns from the Market Guroos and the such calling the shots right now. I can only forsee this being a sort of test to see where the game would go if there were a little more free creative powers given to the Devs and Corrospondants to impliment what we want to see put in the game.
This would probably require the use of personal free time from the staff to contribute to this idea. Maybe even that of the players to get this idea going. An idea anyway.
The Lunatic Fringer
SolRetriever
Fri Jun 18, 2004 1:59 pm
#106
NPC Cities
- Make NPC cities like Coronet, Tatooine, Theed, etc.'livable'for player characters.
- Addapartment rooms for players to rent in NPC cities.
- Createshopping malls and market places in NPC Cities for players torent and sell their goods
- Hold city elections to elect a mayor for the newly inhabited NPC cities.
GAMES & RECREATION
- Introduce racing circuitsalaSW Podracer. Players can customize their swoops or other racing vehicles with various colors, logos, speed mods, racing team colors, etc. Create race tracks on planets that can fill up some of the the dead space out in the wilderness. Have the Mayors of the NPC cities (see above) elect officials who would be in charge of setting up these events and registering the racers.
- Create a Sabaak or Pazaak card game to play anywhere via UI menu's. Players who would like to bet on the game get access to the same pop up windows the playersdo only they cannot play. (like the online blackjack yahoo games).
- Create a holo chess game like the one chewie and the droids played in SW IV. You can have public boards in cantina's, casino's etc. These playable holochess boards canaslo be crafted by aprofession and sold and placed inplayer houses and aboard YT-1300's (Millenium Falcon).
VEHICLES
- Create sets of vehicles capable of atmoshperic flight only. Like the T-16 Skyhopper, Rebel Snowspeeder, and speeders like the ones found on coruscant in the movies.
- Vehicle customization (ala the racing circuits mentioned ^above). Playersshould be able to add different wind vains to swoops and speeder bikes. Speed mods via new parts, extra storage compartments strapped on the sides.
- Implement a fuel comsumption system for vehicles and use the current damage model for actual damage received from physical and energy based attacks. IMO it doesn't feel right to have engines explode and burst into flames for simply joyriding your way from one city to another.
- Fuelwouldbe obtained at garages and droids should be servicing the stations as well.
MISC.
- Dual weapon wielding. Two swords, two guns. Make it an earned skill with certain speed issues to consider for balance
- More clothing styles. Capes, cloaks (small stylish capes like boba fetts), sith style assasin masks that cover half or all of the face. More professionspecific clothing. More masks to conceal theface and head gear.
- Holsters for melee and ranged weaponry.
- Allow players to pave Player City streets. No More random buildings placed on grass lands and swamps!
TulasiKid
Fri Jun 18, 2004 2:48 pm
#107
A few modest proposals:
1. Add weather effects to the game that affect visibility (i.e. radar) and HAM bars (hot, cold, wet should affect different races with different gear differently and professions, like say scout and ranger, should get bonuses to deal with weather).
2.Reinvigorate the second-tier NPC cities (i.e., Tyrena, Doaba Guerfel, Keren, etc.) Too many people just hang around Theed and Coronet. Maybe add factional starports when JTL comes out. Maybe Rebs should have to go to Tyrena or Anchorhead or someplace less conspicious to launch an X-wing or hook up with a pilot trainer. Maybe add special content in these cities like a contact who gives you a ticket to a Corvette like mission or sells you a pass code to a dungeon. Maybe in the coming GCW fix you could add more imperial presence to Coronet and Theed and a few other places to shake down players for contraband and make it riskier for them to enter these larger cities all the time. This would help smugglers even more.
3. Along the same lines, apply a principle of diminishing returns to entertainers in cantinas. There are simply too many entertainers in the Theed and Coronet cantinas and not enough _ or not any _ in the other cities or in player towns. This can be really frustrating when you're trying to get rid of battle fatigue and you have to hoof it all the way back to Coronet or leave Talus altogether because there's hardly a soul on the planet. So, the greater the number of entertainers in any one cantina, the less effective they should be individually. Maybe this would encourage them to spread out a little. Another idea would be to spawn a free NPC entertainer inan NPC city cantina when no player entertainers have shown up for a certain amount of time. No players around for the last 19 hours in Bela Vistal? The game spawns an entertainer and a medic to staff the cantina and med center. The healing is medium-level good, but most importantly, it's free. This would encourage players to go to these ghost towns more because they would know there would always be a way to heal wounds and battle fatigue. This, plus the too-many-entertainers-and-docs nerf program also would encourage player entertainers and docs to go these places, because when a player entertainer or doc shows up and starts healing, the NPC would magically go away after a few minutes. This carrot-and-stick approach might seem drastic, but something needs to be done.
4. Give squad leaders a "drill" or "scrimmage" command.Right now, the only way to do PvP is by dueling one on one or by becoming overt and opening yourself up to attacks byallcomers.If a squad leader had the ability to take people in a group, divide them into teams and then make the teams overt toward one another, guilds could practice raids and large PvPteam tournaments could be held.Maybe an SL could click on an option of allowing deathblows or not allowing them, meaning that when a player is incapped, he or she is no longer overt and cannot attack or be attacked (in a sort of elimination-style event). This skill could be graduated so that a novice SL could only do a 5-on-5 drill with two teams, while a master SL could take a group of 20 and divide it four ways.
5. Create an all-GCW planet. I've been flamed on this before, but hear me out. Right now, the only way to engage inGCW PvP is by organizing a raid _ which can take a long time to put together and ultimately be fruitless if there is no one but NPCs in an enemy city _ or by declaring yourself overt and just hoping you stumble onto a member of the opposing faction. Under my proposal, Rebels and Imperials could get a special ticket from a faction NPC to go to a planetwhere there is an open, raging war going on. It would be the front in the GCW, a planet that is contested. When you arrive at your respective factional base, you are immediately overt and you remain overt until you take the shuttle home. You can either take missions from NPCs or terminals or just venture out on your own (though it would be wise to bring friends) and start killing enemy NPCs andany enemy players you come across. The advantage of this is that, first, it rewards players who have joined a faction by giving them something neutrals don't have: exclusive content (although I could see an argument for allowing smugglers to sneak onto the planet). Second, players don't have to organize complicated guild events to attack enemy towns that may or may not prove to be duds, although there is no reason why you couldn't organized guild events on this planet (it would probably be smart). Players could simply show up at a Rebel or Imperial base and then jump right into the action of the GCW, and they could group with like-minded players there for the same reason. This absolutely does not preclude GCW battles on other planets. In fact, by allowing factional launch pads in player cities (which could be attackable), there would be even more incentive to attack and defend bases, and thus, have player cities become meaningful again.
6. Create a "market day" whereby players could sell high-priced items in a temporarily created kiosk in NPC cities. You could desginate a certain time and day where players could pay a fee to an NPC, and then a small lean-to kiosk is created someplace in the city (I suggest spreading them across a city instead of grouping them together in a bazaar-type of square or row, but whichever). Maybe market day could be Friday in Coronet (or maybe not at all in Coronet with all the lag there) and Wednesday in Bela Vistal. Spread it around so that players can sell their high-priced items that won't go on the normal bazaar but which would get better visibility by being offered conveniently in a big NPC city rather than in a tent somewhere off in the middle of nowhere. This idea might be unworkable. That's why it was last.
Anyway, if you have read this far, I salute you.
Tulasi
P.S. Oh yeah, and give the rebs some armored vehicles. Please?
Bajonett
Fri Jun 18, 2004 3:04 pm
#108
http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=183241
Got an idea for a MCH only "Epic"-Quest.
lashingtung
Fri Jun 18, 2004 3:56 pm
#109
Hiya TH
I thought with you guys attempting to do away with armored jedi along with adding a specialized cloak why not add that same specialty to other clothing. As in the movies, or at least the new first three not alljedi wore cloaks, what if there were skill tapes added, or some sort of specialty item that would allow for jedi to wear regular clothing with some level of protection similar to armor.This would be cool showing a variety of jedi's about.
Bleemo
Fri Jun 18, 2004 4:46 pm
#110
1. i would like to have a ingame timezone calculator...
cause its hard to set a meeting or hunt, event ect. with ppl from allover the world
ppl arriving 1 hour earlier or 1 hour too late.. that happens alot..
so i think its a good tool to have ingame
2. a guildy had a great idea for Musicians and Dancers...
why dont let them record CDs, holos, discs or tapes... that u can use for mindbuffs later
or even put it into a R2 droid to play them back to get a mindbuff .. would be good business
for them.
cause its hard to set a meeting or hunt, event ect. with ppl from allover the world
ppl arriving 1 hour earlier or 1 hour too late.. that happens alot..
so i think its a good tool to have ingame
2. a guildy had a great idea for Musicians and Dancers...
why dont let them record CDs, holos, discs or tapes... that u can use for mindbuffs later
or even put it into a R2 droid to play them back to get a mindbuff .. would be good business
for them.
Bleemo
Fri Jun 18, 2004 5:03 pm
#111
oh forgot another thing
3. a advertise chat-tab or permanent trade-chatroom with a msg timer
like every 60 sec 1 mesg allowed would be nice also... to avoid
the starport advertise spam...
if ppl are looking for something then they can go to the
trade-chatroom or chat-tab ... take a look and send the seller a
tell or go to the given coorinates.
a option for turning on/off the onscreen advertise bulbs from the
chat-tab or trade-chatroom would be useful too.
3. a advertise chat-tab or permanent trade-chatroom with a msg timer
like every 60 sec 1 mesg allowed would be nice also... to avoid
the starport advertise spam...
if ppl are looking for something then they can go to the
trade-chatroom or chat-tab ... take a look and send the seller a
tell or go to the given coorinates.
a option for turning on/off the onscreen advertise bulbs from the
chat-tab or trade-chatroom would be useful too.
Timithos-Chau
Fri Jun 18, 2004 6:01 pm
#112
Well here is my master list of contributions for this week. First of all, I'd like to point out that I agree with somewhere over 95% of Kade_Deveron's ideas for factions, pvp and the overall GCW. Check out his post here:
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=139421
One poster said it all when commenting on the above thread... "WAKE UP DEV'S. THESE CHANGES WILL SAVE THIS GAME!"
Here are my list of suggestions: some original, but mostly not original. I also including a shorter list of "loser"
suggestions. Please forgive me if some of these ideas are In-Testing or In-Developtment. I don't have time to read
everything, but all I know is these features are not in my game yet. These ideas are in no particular order, but I did try to
gruop them together by topic. Some of these ideas are so low priority and complicated that they obviously should come last.
There are a lot of other ideas shared that are great, but I either am ignorant in or not interested in the subject (i.e
certain professions.) I didn't just copy and paste these ideas. I wrote all this stuff by putting the ideas into my own
words. I encourage all other players to invest some time and put your stamp of approval on all ideas and not just throw out a
cool idea or two, but provide a master list like this one. This is how you shape your game. After all, if its not how you like it, isn't all play-time wasted? The Dev's not only want to hear your ideas, but want to see how many players agree or disagree with them. With that said, here we
go ...
- HOTFIX NOTICE!!! - We can not wait until the GCW build for Combat Medics to be nerfed! This must be implemented before
- HOTFIX NOTICE!!! - We can not wait until the GCW build for Combat Medics to be nerfed! This must be implemented before
then!
- Expand the Helper Droid to most all professions (except maybe most combat professions. You should know what you're doing
after learning Marksman & Brawler.)
- Add more purpose and more content to badges. I mean players go after badges (and rank) with little to no practical purpose
- Add more purpose and more content to badges. I mean players go after badges (and rank) with little to no practical purpose
in their endeavors. FEED OFF THIS!
- In-game calculator window. I'm tired of whipping out my pda to calculatre % armor/weapon damage or to total resource stats.
- Establish an SWG-integrated voice chat system like Teamspeak or Roger Wilco.
- In-game calculator window. I'm tired of whipping out my pda to calculatre % armor/weapon damage or to total resource stats.
- Establish an SWG-integrated voice chat system like Teamspeak or Roger Wilco.
- Make guild chat work like a 24-hr bulletin board, so that it is continuous whether you're logged on or off. I'm all for
eliminating PA websites and integrating better guild communication into SWG.
- Expand the email system. Add a Sent Items and Saved Items folder.
- Allow PA's customized organizations and a rank/title system that is displayable (in addition to faction ranks)
- Create multiperson vehicles. Allow the passenger side of the X34 and AV-21 to take on another player. Create hover
platforms that can transport entire groups.
- Can we get better vehicle clearance over rocks? I'm tired of flying 4 meters over a rock, but getting stopped. (Did I see
this was fixed in Publish 9?)
- The vehicle-everywhere method makes our worlds "smaller". Create a system of limited vehicle access. Perhaps the 1.5 to 2
km edge of each planetary map can be filled with the best content and disallowing vehicles. (such as Krayt Graveyard and
Jabba's Palace.) But keep in mind the content has to be EXCELLENT for the players to put up with this. Terrain negotiation,
group and solo, should receive a boost from this. Another idea is no vehicles within faction base territories (or no opposing
vehicles within opposing faction cities - if territories and faction based cities are ever implemented).
- Allow AT-ST's to be repaired some how. (I'm a rebel!)
- Allow AT-ST's to be repaired some how. (I'm a rebel!)
- When a player accesses a ticket terminal, they should be able to extend the departure of a starship or shuttle by 20-25
seconds in order to have time to arrive and access the ticket collector. In a busy starport like Coronet, its possible to
delay the starship so that it stays grounded throughout its 10 minute wait. It is not a big deal if it stays there. Of course
one player would not be able to macro a starship/shuttle to stay on the ground. A player would get 1 delay, if required,
every 5 minutes for a shuttle and 10 minutes for a starship. If the the shuttle was not going to leave under 20-25 seconds
anyway, then no extra delay would occur. Lets end people's frustration of missed flights if a ticket terminal/ticket
collector system is going to continue.
- Take away the xp & credit penalties, and turn them into a bonus. Make grouping worth while! Powerleveling is not a sin. As
it stands now, virtually no one groups except for epic missions, solo groups, and noobs who don't know any better.
- Increase the resistances on monsters, and decrease their vulnerabilities. This will encourage more grouping, but again, you
must remove the group xp penalties for this to work.
- Again, make camping even more beneficial to encourage more player groups. I'm sure there can be lots of ideas here, like
- Again, make camping even more beneficial to encourage more player groups. I'm sure there can be lots of ideas here, like
allow camps to last longer when the scout steps out of the camp. Allow camps to attract creature spawning appropriate to the
group's level (the group the camp-creating scout is in) and appropriate to the complexity of the camp. Give entertainers and
medics extra xp for working in camps.
- Fix building zones so that where I'm standing plays no part in getting a building plant error message.
- Change the /makeleader command so that it works at an unlimited distance.
- Give player cities Starports.
- Fix building zones so that where I'm standing plays no part in getting a building plant error message.
- Change the /makeleader command so that it works at an unlimited distance.
- Give player cities Starports.
- Give us a City chat.
- Give player cantina's an npc entertainer that appears when there are no player entertainers for a certain period. This npc
should have no more power then a novice dancer or musician, and not be able to buff.
- Provide a bonus and penalty system for entertainers in either empty or crowded cantina's, and doctors/medics in empty or crowded medical centers. An entertainer who performs in an empty cantina would be able to provide slightly faster mind wound recovery,BF recovery, and buff stats. Conversely, an entertainer who performs in a crowded cantina would have a slight penalty. Doctors and medics would get bonuses/penalties on damage healing, wound healing, and buffing. Doctors should get the best buff bonuses in an empty cantina or a advanced camp. A moderately crowded cantina of entertainers would receive no penalty/bonus. The numbers to determine what is "empty", "moderate" and "crowded" would have to be decided (maybe 1-2, 3-5, 6+) A group of entertainers would be count as one player.
- Give player cities buildings with multiple-use combinations like Cantina/Medical Center/Cloning Center/City Hall/Parking
Garage or all of the above together. (For instance you could have a Corellian skycraper with everything in it that can only
be placed on a couple planets). This would increase interaction in player cities and decrease the population gluts in npc
cities. If npc cities are suffering with low populations, you could add a double/triple purpose building feature. If npc's
are too crowded *cough* Coronet *cough* you could take away features.
- Give player cities pavement, bridges, walls and archways. Pavement could come in 1 x 1 meter "tiles" with several textures.
- Give player cities pavement, bridges, walls and archways. Pavement could come in 1 x 1 meter "tiles" with several textures.
- Add player casino buildings. (and fill them with a bunch of games) I'm not into this really, but a lot of players are,
after all, we're gamers and we like playing games.
- Add the concept of apartments and balance it with current housing options. Apartments would not cost any slots aside from
the player who is the "landlord". Less buildings equals less lag.
- Add warehousing similar to apartments. Lets curb the "storage" houses out there. Again, less buildings equals less lag.
- Owners and Admins of a house should be given a greater rate of wound healing and battle fatigue recovery.
- Owners and Admins of a house should be given a greater rate of wound healing and battle fatigue recovery.
- Your current owned structure lots should be individually detailed on your character sheet with a "create waypoint" option
in case you deleted it's waypoint.
- We should get 24hr advance notice email notifications (game mail) as to when our structures are about to run out of
maintenance credits and/or power, OR, our datapads should list our current structures with remaining maintenance credits and
power units.
- Provide players the option of adding more items to their house with a mainteance credit cost. (Perhaps one credit per item)
On the one hand, players want more inventory in their structures and on the other we need less lag. Unfortunately, players
wind up filling our landscape with "storage" houses and cause us more lag anyway. Raise their inventory limits, but attach
maintenance costs to those additional items (still with a fixed limit of course). We should also get a seperate subset of
furniture-only slots on various buildings. So to summarize, buildings would get 1) a small subsetof furniture-only slots, 2)
a set of maintenance-free item slots, and 3) a set of of item slots that cost mainteance. If the load is too much, rebalance
and hotfix it. Between the ideas of inventory maintenance cost, apartments and warehousing, "storage" houses should be a
thing of the past and should dissappear from our landscape.
- Allow dropping of items on balconies and rooftops, but don't allow these items to be seen from the outside for "lag's"
sake.
- House owners should be given locked doors within their structures to lock out certain Admins.
- Entertainers should get some type of verification that their buffs were successful, rather than counting on the other
player's honesty/dishonesty.
- There is no system of accountability to keep Smugglers from removing items from sealed containers without our knowledge.
Change this. Someone suggested Slicer Keys.
- Allow Smugglers to slice terminals for the entire group. (I know there is probably a Smuggler's discussion thread, but like
I said, I don't have time to read everything.)
- Allow artisans to make signs, datapads, etc. that all players can write messages on and display. (Making a worthless
crafted item with a name for a message and selling it for 99999999 is for the Mynochs.)
- Allow player-crafters to place orders for resources with an ask-for price, and allow other players to fill these orders.
These orders can be placed/filled on player vendors and the bazaar (with the 6k credit limit). The bazaar order would allow
new hunters, surveyors, foragers and medical foragers many opportunities to make credits. And crafters would be saved so much
time in getting the exact resources they need. I believe gathering resources and crafting resources should be a seperate,
highly player interdependent activity.
- Allow merchants to place custom player orders keyed to a specific player/customer name for any sellable item. Allow this on
all vendors. The method of hiding a seperte vendor in your basement, surrounded by a group of shelves to hide him, should
come to an end.
- I know vendors have a vendor offering feature, but I'd like to see a better consignment vendor sytem created. Design the
system to relieve the need for more players to be merchants and increase the value of being a merchant at the same time.
Merchants should be able to lease out vendors to non-merchant players.
- Provide either a fixed draft and manufacturing schematic numbering system, or a system that is easily countable. Random
guessing through 100+ draft schematics is not fun.
- Allow bazaar terminals in player cities.
- Create a Farmer player profession.
- Create a Raising Livestock skill branch perhaps to be shared by both Farmers and Creature Handlers.
- Create a Mining class that stems off Artisan/Surveyor. As it stands now, Surveyor 4's harvest faster than BER4 peronsal
extractors, which is great. But perhaps the opportunity of having a Master Miner would further counter the amount of
harvestors dotting the landscape, free up building slots, reduce lag, etc.
- Give Architects greater latitude on interior floor planning - such as floor plan schematics - and color for their
furniture.
- (I cringe when making this suggestion) But really, buffs are too powerful. Yikes! I said it, and I LOVE power! Its making
many pvp professions useless except those that damage the mind.
- Allow players to remove an item from a crate while in combat. (I can repair a piece of armor while fighting, but I can't
yank an item out of a crate.. yeah that makes sense.)
- When cloning, reset the stomach to empty.
- Intead of causing an immediate penalty on most spices, have spice cause an addiction. By continuing to use the spice, you
- When cloning, reset the stomach to empty.
- Intead of causing an immediate penalty on most spices, have spice cause an addiction. By continuing to use the spice, you
avoid the ill effects. However, when you quit using the spice, effects such as vomiting occur later and continue to occur
depending on how heavy of an addiction you created. This of course would be even more inconvenient in certain ways, but to
counter that, doctors could get a Cure Addiction skill and medics could get a Reduce Addiction skill.
- Give doctors the ability to buff players for resistance to poison and disease. This could be extended to medics and
entertainers (mind poison buffing) to a lessor degree. This could possibly be partial solution to the Combat Medic problem.
- Make faction perk items craftable by players and take these items off the npc's and place them into the player economy.
- More lighting options (hand-helds, vehicles, night vision goggles) = longer and more complete darkness periods!
- Enlarge the mission/creature lairs to something of a realistic size. Perhaps a pseudo, limited "dungeon".
- Make missions with complex building interiors and underground facilities/caverns that only a solo player or group may
- Enlarge the mission/creature lairs to something of a realistic size. Perhaps a pseudo, limited "dungeon".
- Make missions with complex building interiors and underground facilities/caverns that only a solo player or group may
enter.
- Curb spamming with perhaps a 30-second delay on same-string /say's, /shout's, /yell's, etc.
- Curb spamming with perhaps a 30-second delay on same-string /say's, /shout's, /yell's, etc.
- Give use cell phone notification for things such as structure maintenance, player events, base vulnerability times, our own
pre-programmed, customized alarm notifications, new members sponsored on the PA, etc.
- Allow a fairly wide selection of clothing to be worn over armor. (Perhaps non-socketed only)
- The sky environment needs fixing - stars need to go behind moons - duh!
- I'd like a rendoring option where 1) player structures appear at a greater distance, 2) player structures remain visible
indefinately within a set range. I'm tired of stuff popping up in front of me, or worse, when I turn around, stuff
disappears. Its one of the most unrealistic occurances I've experienced in MOG's. Sure it causes more client lag, but its an
option each player sets. When I stand on top of a hill and look down at a player city, I want to see every building rendered
according to my range setting.
- Children NPC's would add to the realism. Its funny when we accept missions to save a child from a certain creature, but we
never see any children in the game.
Rank: (this aspect is so lacking that it needs a seperate section)
- Give us a Faction Point progess bar for the next rank.
- Our rank should be shown on our character sheets.
- Rank should be toggled on/off to fellow faction members above our heads. (and upon examination by other faction member
- Give us a Faction Point progess bar for the next rank.
- Our rank should be shown on our character sheets.
- Rank should be toggled on/off to fellow faction members above our heads. (and upon examination by other faction member
players - no toggle)
- Rank should be shown to all when overt or under TEF. (and upon examination by all other players) There should be no option
- Rank should be shown to all when overt or under TEF. (and upon examination by all other players) There should be no option
for an overt to turn off rank. This will provide a deterrant against everyone ranking high by making yourself a target to
others. And it will make advanced installations a little harder to come by. So seeing an overt Colonel will be very
impressive and more rare, instead of common.
- Allow players to demote themselves down one rank at a time (if they can't handle the heat.)
- Each level of rank should have a benefit to it, but the current items available should be toned down. (An Imperial Sargeant
- Allow players to demote themselves down one rank at a time (if they can't handle the heat.)
- Each level of rank should have a benefit to it, but the current items available should be toned down. (An Imperial Sargeant
should not get an ST-AT or a Lance Corporal should not be purchasing a medium turret.)
- All races should be allowed to hit Surface Marshall.
- PA terminals should show rank next to our names on the guild information menu.
- 1 or 2 civilian ranks should be inserted, where there is a zero chance of getting a TEF by Stormtroopers, scanners, etc.
- All races should be allowed to hit Surface Marshall.
- PA terminals should show rank next to our names on the guild information menu.
- 1 or 2 civilian ranks should be inserted, where there is a zero chance of getting a TEF by Stormtroopers, scanners, etc.
This will be good for Artisan/Entertainer types. These civilian ranks should be designed so that there are no exploits by
civilians in the GCW.
_______
QUESTION TO PONDER! How would you feel about SWG if over 90% of the above idea's that you agree with were implemented?
Personally, I'd go on welfare and never leave my house! j/k
_______
Here are the big losing ideas I've seen so far:
- Make city building and maintenance more time-consuming and harder to promote availability of city space: Don't make
Here are the big losing ideas I've seen so far:
- Make city building and maintenance more time-consuming and harder to promote availability of city space: Don't make
ANYTHING in this game more time-consuming! Harder is ok in some cases, but not in this case.
- Make low-mid level characters viable solo opponents in pvp: Nooooo!
- Nerf melee's down to a mere support role and give them jedi perks: (YUCKKK!) There are some Star War's-realistic areas we
- Make low-mid level characters viable solo opponents in pvp: Nooooo!
- Nerf melee's down to a mere support role and give them jedi perks: (YUCKKK!) There are some Star War's-realistic areas we
just don't need to go for.
- Add more vehicle damage in the form of collision: This might be fine if you remove the automatic damage over time on
vehicles, but the idea was to add more damage (ughhh).
- Remove unattended macroing: Sorry bad idea, casual players need an avenue to overcome their game-time restraints.
- Remove covert status: Lets see.. someone come up with the top 20 reasons why that's a bad idea.
- Make healing/buffing only available in hospitals: That would make camping, grouping, medics, doctors, etc. more useless.
- Turn SWG into an all out PvP game: That's probably the worst idea I've ever heard and I'm a pvp'r!
- Allow neutrals to participate in the GCW: I understand the mercenary for higher slant, but no, bad idea.
- If we're going to put twtich skills (hand-eye dexterious coordination) in JTL space combat, then why not institute it in ground warfare: Simple.. because me and many other players HATE twitch skills. I'm not a 14-yr-old spazy kid anymore. Twitch skills are the #1 reason I left Asheron's Call, and arethe reason I refuse to even trygames like Planetside.Having twitch skills in JTL is a good compromise for attracting that type of player base. I'll be happy as a non-twitching surface dweller.. thank you very much.
- Impliment a wide variety of player-made exterior colors and styles on buildings: I don't mind a little wider variety of
building exteriors, but I don't need architects and image designers provided with a 1000 different combinations to lag me out
as I pass by. Let them have all the interior variety they need however.
- Spawn items on the bazaar to fix prices. NO! Whatever grievances you have with the economy, put changes in the game that
give the players incentive to fix their own free-market economy. And if someone sells junk for 6k, let them! It's the
player's own ignorant fault for buying it.
- In general, I think players that ask for equipment that replaces professions are bad ideas. We need high interdependent
player interaction. (1 character slot was one of the most daring, awesome moves I've seen a MOG make!)
- Asking for more skill points is a usually a bad idea. Everytime you get more skill points, the entire pvp system has to be
rebalanced. 1 extra skill point can mean the difference between a good template and a Godly template that will need nerfing.
We're getting a combat balancing build soon. If skill point changes are built into the build, then fine. Otherwise, skill
point cap changes are a bad idea.
- Some players want to beef up npc cities, but I disagree. I think we need strike a balance between npc and player cities so
that they are both populated equally well.
________
________
And I would be remiss if I didn't rib the Dev's with bug fixes. The mission non-payout bug, the the dozen or so bugs in the
group menu, and the creature warping bug need fixing please!!!
Yordin
Fri Jun 18, 2004 11:29 pm
#113
I also agree that there needs to be improvments to fix racial imbalance, but not just jedi's but for the regular players also. I am an Imp rodian and I can't wear imp helmets like the storm trooper helmet or as others have stated, the tuskin gear. It would just get boring by seeing the same class over and over, so hopefully by working on this stuff there will be a better distribution of species in the galaxy.
Lochar
Fri Jun 18, 2004 11:50 pm
#114
What I would like to propose is a back to the roots campaign.
Back when SWG wasnt even in beta yet, alot of hype went into the no camping dynamic spawning issue and this led to many being interested in a non EQish type game, wether starwars or star trek.
I think we need to get rid of the static or regional static spawn locations and go back to this original content.
As is players hang out in the krayt spawns hoping to swarm a spawn or 2, this leads to angry players and others not enjoying the fight of a krayt. With the old idea back in place, a strong enough party may run across these anywhere in there travels, hell it would be fun to see one terrorize a town now and then.
I propose also a migratory pattern, so that some creatures may pick up their lairs and move periodically, the only thing not involved with this is POI landmarks, dungeons since their in the game now.
Also since rangers have yet to feel any love what so ever (no I dont even have a ranger on any of my accounts) is to spice up their area track to something akin maybe to the bounty hunters droids, but with a more down to earth approach. A pet trained to track, ability to look for certain animals that arent just in the area. Clues to lead them to where a spawn maybe, even if 5-10k away. Make rangers a part of the game again, since they really are obsolete for most part.
I think an element of randomness of hard to easy spawns would make the game more breathable than this stagnant stale camping grounds it has grown into. You may keep the diehard star wars fans , but anything promising no camping is going to empty this game of mmorpg players, space or not.
Also add some more hard level mobs to the starting planets as to give players more places to hunt and a variety to the wildlife, let the players have that fear of roaming thru the wilderness not knowing whats going to approach next.
And what happened to the stronghold design? I think this systemn would be 10x more fun that trying to fight thru loot camping in the geo caves which occurs on a daily basis.
I know , I know, WE asked for static, or that will be the argument, and just consider not EVERYONE asked for this, and I can tell ya right now, I am going thru the same stages in SWG as I did in EQ when I finally got tired of fighting over loot or hunting spots. I start surfing the web checking for betas to the next one out or reading their forums. Out of 60 that started with me, 10 are still playing half regularly, and I dont think 50 of them wanted to be jedi, so this revamp is nothing to them. I want them back in game, but I myself am finding it harder each day to login to the same old stuff, goto spot A and fight mob C, goto spot B and check for loot F. Make each day a surprise and I bet you will be mildly surprised how many enjoy this over static.
Lochar
Fri Jun 18, 2004 11:51 pm
#115
What I would like to propose is a back to the roots campaign.
Back when SWG wasnt even in beta yet, alot of hype went into the no camping dynamic spawning issue and this led to many being interested in a non EQish type game, wether starwars or star trek.
I think we need to get rid of the static or regional static spawn locations and go back to this original content.
As is players hang out in the krayt spawns hoping to swarm a spawn or 2, this leads to angry players and others not enjoying the fight of a krayt. With the old idea back in place, a strong enough party may run across these anywhere in there travels, hell it would be fun to see one terrorize a town now and then.
I propose also a migratory pattern, so that some creatures may pick up their lairs and move periodically, the only thing not involved with this is POI landmarks, dungeons since their in the game now.
Also since rangers have yet to feel any love what so ever (no I dont even have a ranger on any of my accounts) is to spice up their area track to something akin maybe to the bounty hunters droids, but with a more down to earth approach. A pet trained to track, ability to look for certain animals that arent just in the area. Clues to lead them to where a spawn maybe, even if 5-10k away. Make rangers a part of the game again, since they really are obsolete for most part.
I think an element of randomness of hard to easy spawns would make the game more breathable than this stagnant stale camping grounds it has grown into. You may keep the diehard star wars fans , but anything promising no camping is going to empty this game of mmorpg players, space or not.
Also add some more hard level mobs to the starting planets as to give players more places to hunt and a variety to the wildlife, let the players have that fear of roaming thru the wilderness not knowing whats going to approach next.
And what happened to the stronghold design? I think this systemn would be 10x more fun that trying to fight thru loot camping in the geo caves which occurs on a daily basis.
I know , I know, WE asked for static, or that will be the argument, and just consider not EVERYONE asked for this, and I can tell ya right now, I am going thru the same stages in SWG as I did in EQ when I finally got tired of fighting over loot or hunting spots. I start surfing the web checking for betas to the next one out or reading their forums. Out of 60 that started with me, 10 are still playing half regularly, and I dont think 50 of them wanted to be jedi, so this revamp is nothing to them. I want them back in game, but I myself am finding it harder each day to login to the same old stuff, goto spot A and fight mob C, goto spot B and check for loot F. Make each day a surprise and I bet you will be mildly surprised how many enjoy this over static.
Venom1656
Sat Jun 19, 2004 2:40 am
#116
Ok these aren't my ideas, these are Ideas from a 14 day trial accoung holder that I know in game. he asked me to post these, so I am. I read these ideas some are good, some Meh. All in all some decent, and more importantly Fresh ideas. His Name is Sroh'ek in game. You'll have to forgive me this is just a simple cut and paste job, I don't know how to change font color,and with out further ado his ideas.
[b]VEHICLES:[/b]
[font color=green]Further diversify personal vehicles by adding several new chassis types (Darth Maul's moped anyone?) and allowing more customization.
- Add a new automotive technician profession who crafts, tweaks, repairs and customizes internal vehicle components, as well as the outer, similar to the Droid Engineer.
- Make vehicle performance suffer the more it is decayed, but cut down the rate at which they decay.
- Add new architect draft schematics for multiple tiers of garages where auto-technicians can repair and modify vehicular components. Some simple components can be sold to and installed by the vehicle owner himself, and other more complex components requires an auto-technician and the vehicle parked inside the garage. All modification requires an auto-technician and his garage where all his tools are kept.
- With that said, take away Master Artisan's ability to craft vehicles, and the availability of garages from regular cities and make it so auto-technicians can be able to craft personal vehicle repair kits, that can only fix the vehicle half-way. They'll have to seek out an auto-technician to fully restore their vehicles.
- Now that players don't have to frequently repair their vehicles as much, make them require fuel as another form of maintenance.
- Limit vehicle customization tool use only to auto-technicians, and greatly increase the duration that paint stays on a vehicle before it completely peels. Make the default color scheme of a vehicle be entirely metalic gray.
- Add multi-passenger vehicles, such as making people be able to ride shotgun in Landspeeders.
- Add low flying military vehicles.
- Make smugglers be able to slice vehicle components.[/font]
[b]PLAYER CITIES:[/b]
[font color=green]Make player cities look more like actual cities.
- Add different styles of pavement.
- Add different styles of walls.
- Add more miscellaneous decorative objects and structures similar to the ones found in regular cities.[/font]
[b]MISSIONS:[/b]
[font color=green]Add more missions that take place at interesting and unique locations. Most notably...
- In complex cave systems.
- In underground lairs.
- In large bases.
- Ones that require multiple stages to complete.[/font]
[b]CLOTHING:[/b]
[font color=green]- Make loosely worn clothing not take up armor slots, such as cloaks and dusters.
- Add more types of clothing like capes, sashes, scarfs, headbands, etc.[/font]
[b]MAPS:[/b]
[font color=green]- Fix the severe lag when a lot of people are accessing a common bazaar location simultaneously.
- Make battle arenas where people can duel and spectators can gamble on. Put them in the less popular cities on each planet to attract more people to them, as well.
- More secret points of interest would be greatly appreciated.
- Add apartments in regular cities. I couldn't imagine the majority of the populous in the Star Wars universe owning their own home. Increase the novelty of owning owning as well.[/font]
[b]COMBAT:[/b]
[font color=green]- Make players be able to carve other players' corpses' heads, that would turn into an actual item. It would read "(Player A's) head carved by (Player B)", and it would actually appear as the head of the player.
- Make projectiles not go through objects, thus requiring more tactical positioning between opponents in order to get the upper hand in a battle.
- Make players not be able to target characters who are completely out of line of sight. When I first entered the Squill Cave I was quickly taken out of the immersion when I could see what was around the corner or behind the wall because I can target them.
- Make players be able to duel wield pistols with decreased accuracy but increased rate of fire. Make master pistoleers be able to shoot while riding a bike, but with decreased accuracy and rate of fire, but increased dodge and the risk of jeapordizing the health of the bike.[/font]
[b]PROFESSIONS:[/b]
[font color=green]- Open up more professions that require specific skill tree combo prerequesites, especially skill trees from higher professions. For instance, if someone gets Spices IIII, Mixology IIII, and Business IIII, a new profession is unlocked called "Trafficker" or something, with a new set of skills fit for that role.
- Add non-categorized single skill trees that people have the option of acquiring for added diversity.
- Perhaps we could all use a rogue/thief-type profession?[/font]
[font color=green]Further diversify personal vehicles by adding several new chassis types (Darth Maul's moped anyone?) and allowing more customization.
- Add a new automotive technician profession who crafts, tweaks, repairs and customizes internal vehicle components, as well as the outer, similar to the Droid Engineer.
- Make vehicle performance suffer the more it is decayed, but cut down the rate at which they decay.
- Add new architect draft schematics for multiple tiers of garages where auto-technicians can repair and modify vehicular components. Some simple components can be sold to and installed by the vehicle owner himself, and other more complex components requires an auto-technician and the vehicle parked inside the garage. All modification requires an auto-technician and his garage where all his tools are kept.
- With that said, take away Master Artisan's ability to craft vehicles, and the availability of garages from regular cities and make it so auto-technicians can be able to craft personal vehicle repair kits, that can only fix the vehicle half-way. They'll have to seek out an auto-technician to fully restore their vehicles.
- Now that players don't have to frequently repair their vehicles as much, make them require fuel as another form of maintenance.
- Limit vehicle customization tool use only to auto-technicians, and greatly increase the duration that paint stays on a vehicle before it completely peels. Make the default color scheme of a vehicle be entirely metalic gray.
- Add multi-passenger vehicles, such as making people be able to ride shotgun in Landspeeders.
- Add low flying military vehicles.
- Make smugglers be able to slice vehicle components.[/font]
[b]PLAYER CITIES:[/b]
[font color=green]Make player cities look more like actual cities.
- Add different styles of pavement.
- Add different styles of walls.
- Add more miscellaneous decorative objects and structures similar to the ones found in regular cities.[/font]
[b]MISSIONS:[/b]
[font color=green]Add more missions that take place at interesting and unique locations. Most notably...
- In complex cave systems.
- In underground lairs.
- In large bases.
- Ones that require multiple stages to complete.[/font]
[b]CLOTHING:[/b]
[font color=green]- Make loosely worn clothing not take up armor slots, such as cloaks and dusters.
- Add more types of clothing like capes, sashes, scarfs, headbands, etc.[/font]
[b]MAPS:[/b]
[font color=green]- Fix the severe lag when a lot of people are accessing a common bazaar location simultaneously.
- Make battle arenas where people can duel and spectators can gamble on. Put them in the less popular cities on each planet to attract more people to them, as well.
- More secret points of interest would be greatly appreciated.
- Add apartments in regular cities. I couldn't imagine the majority of the populous in the Star Wars universe owning their own home. Increase the novelty of owning owning as well.[/font]
[b]COMBAT:[/b]
[font color=green]- Make players be able to carve other players' corpses' heads, that would turn into an actual item. It would read "(Player A's) head carved by (Player B)", and it would actually appear as the head of the player.
- Make projectiles not go through objects, thus requiring more tactical positioning between opponents in order to get the upper hand in a battle.
- Make players not be able to target characters who are completely out of line of sight. When I first entered the Squill Cave I was quickly taken out of the immersion when I could see what was around the corner or behind the wall because I can target them.
- Make players be able to duel wield pistols with decreased accuracy but increased rate of fire. Make master pistoleers be able to shoot while riding a bike, but with decreased accuracy and rate of fire, but increased dodge and the risk of jeapordizing the health of the bike.[/font]
[b]PROFESSIONS:[/b]
[font color=green]- Open up more professions that require specific skill tree combo prerequesites, especially skill trees from higher professions. For instance, if someone gets Spices IIII, Mixology IIII, and Business IIII, a new profession is unlocked called "Trafficker" or something, with a new set of skills fit for that role.
- Add non-categorized single skill trees that people have the option of acquiring for added diversity.
- Perhaps we could all use a rogue/thief-type profession?[/font]
LunaticFringer
Sat Jun 19, 2004 4:15 am
#117
Lunatic,
Ok, I've been told that the best polocy is to just keep the ideas comming no matter how much or little you contribute; so here's more:
We could use more NPC 'hunters' to liven up the game a bit.
This could be anywhere from a Darth Vader npc spawn to hunt a known Jedi to just more Stormtroopers spawning actively searching and attacking Rebels. On the flip side of this, It would also be nice to see the random Rebel squad ambushing Imperials in the wilds or in the streets.
I also think a previous idea about adding roads in the game would be nice.
Furthermore, the idea about allowing for adjustment of floorplans of buildings and outside appearance would be a nice aesthetic addtion.
The Lunatic Fringer