Development Cycle Archive
Thread: In-Concept Open Discussion (6-7-04)
yryn
Fri Jun 04, 2004 8:57 am
#105
i have looked at loads of posts regarding JEDI and the new changes to jedi in P9 and the quest based system in P10 then the awaited space addon...
i have even seen the battle ground pst with 8 pages of none info from devs regaring the battle grounds .
what i havent seen is any thought or regard for the many people out there that dont want a jedi.
like many games of this type its the same old story you buy the game you pay your hard earn cash every month the game is buggy and needs to be patched all the time or profs are messed with so there is never a real balance then after a year or so they bring out a addon to get you to spend a little more cash wich im sure like all addons gona be bugged and need fixes..
while all this is going on you have the ones that wana be a jedi grinding there life away to unlock to then grind there life away even more going up the jedi tree
then the ones who dont want a jedi are sat around with nothing to do other than the odd **edit** for tat base raid between factions or killing the same old mobs in the same old caves hopeing to get some nice loot to sell for stupid amounts of credits then getting fed up cos all the game seems to be about is being a jedi
where is the and what is the end game to all this what do you do after you have a fully skilled jedi what is there after you are a tka master and fed up kill the same old mobs..
i no and i am sorry for what seems is a rant about the game i love but its true its the same thing time and time again...
i realy feel that this game needs a clearly defined PvP arena an erea where you can go and defend attack like a frontier to give the jedi and none jedi something to do other than the same old thing make being a reb or imp mean something like other games of this type ie doac where it means something to all albions to take a relic as it grants faction bonus for defence something along these lines would be great for the game something every one can be involved with and has an effect on....
sorry for the long rant i do love the game and yes i am on the jedi grind but it shuldnt just be about jedi the devs do great work hard work with little praise but i feel the end game far to often gets over looked ......
DathoImilli
Fri Jun 04, 2004 10:38 am
#106
The following is a little petition I posted on the Tailor board. Take a look at it and head on over there to sign:
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=36986
Here is what the post says (but please sign on the tailor board):
Many months ago I posted a petition on the Dancer board. It was to give us men the ability to go topless, ie. nerf the wife beater.
Now I'd like to petition them that we bring back the wife beater as a craftable object. Granted I like being able to go topless, but I also used to love the wifebeater as far as making outfits that utilize it.
Sure this isn't gonna be the holy grail of clothing, nor will too many of you even care to make it but it will be a new item and i'm sure everyone out there that wasn't around back then, will think its an awesome new addition.
Ok here are my points as to why this should be done:
1) Will count as a "new" item of clothing both for tailors and nontailors.
2) The models for the wifebeater are already done so the only thing to code would be the crafting portion of it and I would assume that would only be 20 hide and 20 fiberplast or something similar.
3) To my knowledge there aren't any male only clothes. This could be the first since it was originally modeled and code only for males.
4) SOE can claim new content and it should take next to no work.
5) Wifebeaters just look cool and are easy to match with nearly any outfit.
2) The models for the wifebeater are already done so the only thing to code would be the crafting portion of it and I would assume that would only be 20 hide and 20 fiberplast or something similar.
3) To my knowledge there aren't any male only clothes. This could be the first since it was originally modeled and code only for males.
4) SOE can claim new content and it should take next to no work.
5) Wifebeaters just look cool and are easy to match with nearly any outfit.
I'll be posting a link to this thread and the basic letter on the Valcyn Board (that's where I play) and the In Development Board (I think thats what it's called).
Ok now that I'm over here I know that it is the in-concept board not in-development
rogi
Fri Jun 04, 2004 6:15 pm
#107
Easy fix and solution for multi mod skill mods would be to let us choose which one of the mods we want to apply on the item. Lets say you got the following clothing attachment:
+25 droid assembly
+20 rifle speed
and you want to stick +20 rifle speed. You drag the CA on the item, a little selector window will pop up where you can choose between +25 droid assembly or +20 rifle speed. The one you choose will be applied to the item. Real simple and yet limiting. Saves us from alot of frusteration. Please sony
kinglog123
Fri Jun 04, 2004 9:29 pm
#108
OK, first off i have compiled a list of things that i got from this thread that i think should be implemented into the game first i wanna state my own ideas: (I DONT KNOW IF THESE WERE STATED BEFOR SO SRY IF I STATE SOMTHING THAT U MIGHT HAVE MENTIOND)
1- devs- seriously guys we arn't paying u to sit on ur lazy butts and do nothing we are paying customers and the customers gets what they pay for so why dont u get up from working sooooo hard on the game *cough drinking coffee cough* and reading all these post *cough not really cough* and actually listen to the customers and see what they have to say imean i have see some awsome comments and all u guys do is post once a month!?! Get with it and actually get on and say if u like our ideas or not so we know that ur alive and kicking and that u could consider our posts and not just playing with ur *****
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2- Casinos- i know there are those stupid games of chance in the hotels but there should actually be games that up play with others that u risk ur money on and they should add casinos
3- mount fighting- we seriously need to be able to shoot at least our one handed pistols while riding on a speederbike
4- Gladiators- there should be a game where u sign up to fight and u get to choose from a limited number of wepons and u get stripped of all armor or somthing and u have to fight to the death whoever comes out the winner shoud get a big cash prize and if there are spectators watching they should be able to bet on a winner.
the rest below are perfect examples of what should also be in the game
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1- Redesign the music trigger system to provide soundtrack to at least 50% of gameplay time. There are plenty of unused tracks, especially from the original trilogy. Star Wars, as in most George Lucas' films, is about continuous music to enhance the atmosphere.
2- Imperial presence: Empire towns should be heavily guarded by NPCs. Cantinas should have security agents. Starports guards should scan and inspect any arriving player. Cantinas should be included in the patrol route. It should be almost impossible for covert rebel agents to cheap shot an imperial in town and leave safely. Empire officers should react to GCW like stormtroopers, not just sit there and watch. NPCs should also be able to make use of vehicles in town on their patrol routines. Large or small pets of agressive nature of should be forbidden in town areas. Summoning them causes the guards to shoot them down. Imperial outposts should have their inner areas flagged as medical centers. Imperial players should be able to heal Imperial NPCs. Overt Imperial players should be able to be hired as town guards. In order to populate empty towns all over the maps, cities should have different types of available trainers and different types of available structures. Bazaars and banks should be made available in smaller towns as well. Starports with heavy imperial influence could be compensated by new illegal starports in which rebel alligned players and smugglers can arrive more safely. Heavy imperial influence will help the player population to scatter more.
2- Imperial presence: Empire towns should be heavily guarded by NPCs. Cantinas should have security agents. Starports guards should scan and inspect any arriving player. Cantinas should be included in the patrol route. It should be almost impossible for covert rebel agents to cheap shot an imperial in town and leave safely. Empire officers should react to GCW like stormtroopers, not just sit there and watch. NPCs should also be able to make use of vehicles in town on their patrol routines. Large or small pets of agressive nature of should be forbidden in town areas. Summoning them causes the guards to shoot them down. Imperial outposts should have their inner areas flagged as medical centers. Imperial players should be able to heal Imperial NPCs. Overt Imperial players should be able to be hired as town guards. In order to populate empty towns all over the maps, cities should have different types of available trainers and different types of available structures. Bazaars and banks should be made available in smaller towns as well. Starports with heavy imperial influence could be compensated by new illegal starports in which rebel alligned players and smugglers can arrive more safely. Heavy imperial influence will help the player population to scatter more.
3- Adding schedules to most NPCs seems like an impossible task at this point. However, adding schedules to the most proheminent ones would help towns feel more lively. Currently, only guards have patrol routines and adequate behaviour and that does wonders to the environment. Perhaps making merchants travel, quest giver NPCs and trainers wandering between waypoints, in addition to full schedules to featured characters (the ones from the canon). Throw in random dialogues between NPCs and make them react differently to different types of situations, such as creature encounters, reacting to town battles by taking out their own blasters and jumping in, fleeing and seeking help, hiding inside structures, etc...
4- Encourage players to roleplay by offering badges for remaining in-character, promoting in-context events in their towns, writing good bios, avoiding unattended macroing. Presently there is probably no staff member assigned to supervising roleplaying activity, but a PR employee should definetly sponsor the few players who make the world feel like how it was designed to be. No matter how many features are added, ultimately, it will be up to the players to make up the atmosphere. Encouraging roleplaying is the only way to do it.
5- Adding more Star Wars NPCs on fixed or temporary positions (meaning they spawn occasionally for a determined amount of time). All with schedules and waypoints of their own. Some instanced mini-zones could be created for them and available for player exploration. These mini-zones could be accessed through faction points, money sinks or toggled by ingame events. They'd be places for meeting and quest giving NPCs. I suggest the following: Nar-Shadaa, Cloud-City, Thrawn's Imperial Star Destroyer (only accessible to high ranked imperials), Rebel space station (only to high ranked rebels).
It is very important those NPCs are heavily scripted. Static NPCs add nothing in therms of SW content to the game (some of them might already be there, correct me if I'm wrong):
-Bossk (bounty hunter, ESB) - Tatooine
-Lando Calrissian (ESB, RotJ) - Cloud city
-Admiral Daala (imperial commander, SW:JS) - Talus
-Dengar (bounty hunter, ESB) - Dathomir
-General Dodonna (rebel general, ANH) - Rebel space station
-Davin Felth (stormtrooper, ANH) - Tatooine
-Borsk Fey'la (bothan rebel, SW:HttE) - Rebel space station
-4-LOM (bounty hunter, ESB) - Dantooine
-Garindan (bounty hunter, ANH) - Tatooine
-Hethrir (Vader's apprentice, SW:CS) - Lok
-Garm Bel-Iblis (rebel alliance founder, SW.FR) - Corellia
-IG-88 (bounty hunter, ESB) - Nar-Shadaa
-Mara Jade (emperor's hand, SW:HttE) - Naboo
-Dannik Jerriko (criminal, SW:ANH) - Tatooine
-Talon Karrde (smuggler, SW:HttE) - Lok
-Exar Kun (sith, SW: DA) - Dathomir
-Labria (spy, ANH) - Tatooine
-Lobot (bodyguard, SW:ESB) - Cloud city
-General Crix Madine (republic general, SW: RotJ) - Rori
-Mon Mothma (rebel alliance founder, SW:RotJ) - Rebel space station
-Shug Ninx (imperial pilot, SW.E #3) - Imperial Star Destroyer
-Nien Numb (rebel pilot, SW:RotJ) - Rebel space station
-Captain Gilad Pellaeon (imperial captain, SW:HttE) - Imperial Star Destroyer
-Rillao (Vader's apprentice, SW:CS) - Lok
-Lak Sivrak (hunter, SW:ANH) - Tatooine
-Mako Spince (SW: DE #3) - Cloud City
-Pter Thanas (imperial officer, SW:TaB) - Dantooine
-Grand Admiral Thrawn (imperial grand admiral, SW:HttE) - Imperial Star Destroyer
-Brea and Senni Tonnika (SW, ANH) - Tatooine
-Triclops (Palpatine's banished son, SW:MMY) - Dathomir
-Vima-da-Boda (jedi knight, SW: DE #3) - Nar-Shadaa
-Winter (Leia's assistant, SW:HttE) - Corellia
-Salla Zend (smuggler, SW: DE #3) - Nar-Shadaa
-Zuckuss (bounty hunter, SW: ESP) - Nar-Shadaa
On a side note, the planets I'd like to see on a future expantion: Hoth, Geonosis, Mon-Calamari (or Kamino), Ryloth (twi'leks), Kothlis (bothans), Trandosha (trandoshans)
I doubt Coruscant would be possible to implement on a MORPG, since the entire planet is one city. Doable only if not all places are accessible, which is not the case. You can't get away with texture backgrounds.
NPC employing players
Playing a novice medic (one of the few who have chosen not to exploit to advance) I always find myself out of credits and actively taking on Missions from the terminal to be able to keep up with all the costs of profession advance. Obviously I spend most of time going from point to another for a few credits and wondering how the economy is fragile on lower levels, since there is no demand for items made by novice players and basic resources are not valuable in the market.
With starting players bring able to take on all the branches of professions to be self-sufficient, no wonder why economy balance only comes for more stablished characters. In order to mend that, why not give new players an easier access to credits so they don`t need to touch other professions? If new players could work on their profession of choice and be able to afford resources instead of searching for their own, they would not need to spend skill points on other areas.
Here`s the idea for a few classes:
Medic employment for income and dedication to the profession
There would be an NPC inside each hospital (or faction facility) that could employ the player. When a player is hired, he gets two options: (Medic on duty), (Surgeon on duty). This would be a flag that displays the according overhead text.
Medics get credits (or faction points) after healing 10 different patients of damage. Surgeons get twice the value after healing 20 different patients of wounds. The idea is that medics spend less time in the hospital and are paid less, surgeons spend more time and are better paid. You can only pick one at a time. This way you can choose how much time you`re willing to commit for a certain period. Leaving the hospital resets the counter and the flag.
Faction facilities (rebel and imperial outposts) can only hire faction members. The Empire pays more and the Alliance provides XP bonuses instead of credit bonuses. Both facilities also offer faction points to these services.
Note: In order for this to work, tumbling would have to be fixed so that we don`t have a limitless number of master medics over a few hours of gameplay. This is greatly ruining the balance of the profession, since there is no way for players playing right to compete with the exploiters.
Artisan employment
Large town market tents would be added to major towns. An NPC takes orders from players. Players can browse from a pre-set list of player craftables the goods they wish to order. Orders have a time limit to be taken by an Artisan, otherwise they`re dropped out of charges.
Artisans can browse the list of orders and choose a product to make. They have a deadline to assemble the product and deliver it to the NPC. The player who originally placed the order will receive an e-mail message notifying his order is ready to be retrieved. Products have a fixed price on town markets. For bids and price fluctuation, the Bazaar continues to the main mechanism for trading. The market only deals with clothing, food items, droids, vehicles, weapons and armor.
Upon delivery of the product, the Artisan is rewarded with credits. Faction facilities also employ artisans. However it works differently: An NPC provides options for mass production orders. To take one of these Orders, you need to be a member of the faction. There would be order for armors, weaponry and vehicles. Delivering the order within the deadline awards some credits and faction points.
Playing a novice medic (one of the few who have chosen not to exploit to advance) I always find myself out of credits and actively taking on Missions from the terminal to be able to keep up with all the costs of profession advance. Obviously I spend most of time going from point to another for a few credits and wondering how the economy is fragile on lower levels, since there is no demand for items made by novice players and basic resources are not valuable in the market.
With starting players bring able to take on all the branches of professions to be self-sufficient, no wonder why economy balance only comes for more stablished characters. In order to mend that, why not give new players an easier access to credits so they don`t need to touch other professions? If new players could work on their profession of choice and be able to afford resources instead of searching for their own, they would not need to spend skill points on other areas.
Here`s the idea for a few classes:
Medic employment for income and dedication to the profession
There would be an NPC inside each hospital (or faction facility) that could employ the player. When a player is hired, he gets two options: (Medic on duty), (Surgeon on duty). This would be a flag that displays the according overhead text.
Medics get credits (or faction points) after healing 10 different patients of damage. Surgeons get twice the value after healing 20 different patients of wounds. The idea is that medics spend less time in the hospital and are paid less, surgeons spend more time and are better paid. You can only pick one at a time. This way you can choose how much time you`re willing to commit for a certain period. Leaving the hospital resets the counter and the flag.
Faction facilities (rebel and imperial outposts) can only hire faction members. The Empire pays more and the Alliance provides XP bonuses instead of credit bonuses. Both facilities also offer faction points to these services.
Note: In order for this to work, tumbling would have to be fixed so that we don`t have a limitless number of master medics over a few hours of gameplay. This is greatly ruining the balance of the profession, since there is no way for players playing right to compete with the exploiters.
Artisan employment
Large town market tents would be added to major towns. An NPC takes orders from players. Players can browse from a pre-set list of player craftables the goods they wish to order. Orders have a time limit to be taken by an Artisan, otherwise they`re dropped out of charges.
Artisans can browse the list of orders and choose a product to make. They have a deadline to assemble the product and deliver it to the NPC. The player who originally placed the order will receive an e-mail message notifying his order is ready to be retrieved. Products have a fixed price on town markets. For bids and price fluctuation, the Bazaar continues to the main mechanism for trading. The market only deals with clothing, food items, droids, vehicles, weapons and armor.
Upon delivery of the product, the Artisan is rewarded with credits. Faction facilities also employ artisans. However it works differently: An NPC provides options for mass production orders. To take one of these Orders, you need to be a member of the faction. There would be order for armors, weaponry and vehicles. Delivering the order within the deadline awards some credits and faction points.
Scout employment
Add tanner shops to the game that reward the player with credits every time hides and bones are brought in. These go for a fixed price. Add butcher vendors that reward the player every time meat is brought in. These go for a fixed price. The Bazaar is still the choice for sales on higher prices.
Trophy collectors across the galaxy will have demands for trophies from certain creatures and their hide.
Cook employment
Cantinas and Faction facilities can employ cooks to prepare food with massive orders. Faction facilities can only employ faction members, but pay better and with faction points.
Faction Facility Storage
Any faction member can deliver the following storage products to an NPC in trade for faction points: Food, weaponry, armor, vehicles, medical supplies, hide, droids. Points will be capped after you reach a certain faction rank, making no longer possible to advance through this job.
The quality and type of product donated will result in more or less faction points given.
Everything that is added to the storage of a facility is stored by the server. By completing faction missions, the player receives a token that can be switched through the NPC to supplies according to his faction rank. Lower ranks get ordinary supplies, higher ranks get better supplies, provided they`re available in the storage. To gain a token for completing a mission, you need to be already a member of the faction.
Tailor employment
Faction facilities could employ tailors to manufacture massive orders for imperial and rebel uniforms. By delivering the order within the deadline, the tailor is awarded with faction points and credits.
Mail service
Tired of journeying from one place to another, from one planet to another, to retrieve an item from a person or to give someone an item you own? Need to store something important at home without the need to return there now? Hire a player courier. Major towns would have terminals which players can use to store an item (limit up to 5 items) and select the destination terminal they would like the item to be delivered to. The cost is fairly cheap. Upon placing an item in the mail system, the player receives a serial number used to retrieve it.
Players who talk to the NPC coordinator are flagged as couriers and can pick up orders on these terminals for delivery. Couriers cannot make use of the mail system and place orders for delivery (to prevent credit earning loophole).
Add tanner shops to the game that reward the player with credits every time hides and bones are brought in. These go for a fixed price. Add butcher vendors that reward the player every time meat is brought in. These go for a fixed price. The Bazaar is still the choice for sales on higher prices.
Trophy collectors across the galaxy will have demands for trophies from certain creatures and their hide.
Cook employment
Cantinas and Faction facilities can employ cooks to prepare food with massive orders. Faction facilities can only employ faction members, but pay better and with faction points.
Faction Facility Storage
Any faction member can deliver the following storage products to an NPC in trade for faction points: Food, weaponry, armor, vehicles, medical supplies, hide, droids. Points will be capped after you reach a certain faction rank, making no longer possible to advance through this job.
The quality and type of product donated will result in more or less faction points given.
Everything that is added to the storage of a facility is stored by the server. By completing faction missions, the player receives a token that can be switched through the NPC to supplies according to his faction rank. Lower ranks get ordinary supplies, higher ranks get better supplies, provided they`re available in the storage. To gain a token for completing a mission, you need to be already a member of the faction.
Tailor employment
Faction facilities could employ tailors to manufacture massive orders for imperial and rebel uniforms. By delivering the order within the deadline, the tailor is awarded with faction points and credits.
Mail service
Tired of journeying from one place to another, from one planet to another, to retrieve an item from a person or to give someone an item you own? Need to store something important at home without the need to return there now? Hire a player courier. Major towns would have terminals which players can use to store an item (limit up to 5 items) and select the destination terminal they would like the item to be delivered to. The cost is fairly cheap. Upon placing an item in the mail system, the player receives a serial number used to retrieve it.
Players who talk to the NPC coordinator are flagged as couriers and can pick up orders on these terminals for delivery. Couriers cannot make use of the mail system and place orders for delivery (to prevent credit earning loophole).
The courier chooses the order to deliver from the list and is given a generic "package" item. A timer limits the deadline for the delivery. Failing to deliver the product in the destination terminal will delete the package.
Upon reaching the destination terminal, the courier deposits the package and gets a fixed credit reward (not the value of mailing) which should cover the expenses with travelling and give some profit. The placed item is then transferred from the original terminal to the destination one and the generic package item is deleted. There it`ll wait for a set amount of time for retrieval, before being destroyed. (5 days perhaps?)
Upon reaching the destination terminal, the courier deposits the package and gets a fixed credit reward (not the value of mailing) which should cover the expenses with travelling and give some profit. The placed item is then transferred from the original terminal to the destination one and the generic package item is deleted. There it`ll wait for a set amount of time for retrieval, before being destroyed. (5 days perhaps?)
To retrieve the item the recepient must know the serial number given in the time of the order. If you wish to mail another player something, make sure you tell them the serial number to retrieve it.
Later with the smuggler revamp, master smugglers can have a small chance to break the code and intercept the item, adding a slight risk to mailing.
Guide services
Scouts can use a tracking device, made by Artisans, to locate two types of special "sites" (see below which types). These will show as waypoints in the map. By reaching those areas, the guide can store the location in a datapad add-in device, also made by Artisans. These datapad add-ins can then be sold in the Bazaar or traded with other players. Without the add-in device, the waypoint is useless, so regular marking will not function.
A)Hunting site - Using the add-in will activate a spawn of creatures in accordance to the player`s "level", calculating the potential creatures that could be handled. In case of higher level players, instanced areas could be generated.
B)Resource - Using the add-in activates one or more waypoints from which specific types of resources that can be harvested to maximum potential.
The maker of the deed is unable to activate his own deeds to avoid exploits. These sites adjust themselves to the player`s capabilities and can be used by anyone, at any level of experience (except the Scout who made them).
Later with the smuggler revamp, master smugglers can have a small chance to break the code and intercept the item, adding a slight risk to mailing.
Guide services
Scouts can use a tracking device, made by Artisans, to locate two types of special "sites" (see below which types). These will show as waypoints in the map. By reaching those areas, the guide can store the location in a datapad add-in device, also made by Artisans. These datapad add-ins can then be sold in the Bazaar or traded with other players. Without the add-in device, the waypoint is useless, so regular marking will not function.
A)Hunting site - Using the add-in will activate a spawn of creatures in accordance to the player`s "level", calculating the potential creatures that could be handled. In case of higher level players, instanced areas could be generated.
B)Resource - Using the add-in activates one or more waypoints from which specific types of resources that can be harvested to maximum potential.
The maker of the deed is unable to activate his own deeds to avoid exploits. These sites adjust themselves to the player`s capabilities and can be used by anyone, at any level of experience (except the Scout who made them).
Useful campsites
Campsites are no longer abandoned when the Scout steps away from it. Instead, they are based on timers that improve as camping skill increases (starting at 5 minutes). Leaving the camp starts the timer, re-entering the camp cancels the timer. You no longer lose ownership over camps. They either decay or not. Any player can only have one camp set at any time, they need to set it off in order to build a new one (that might be in already).
Currently, camps can be used to heal wounds, to allow entertainers to heal battle fatigue, to keep creatures away and allow safe-login. That`s good functionality already, but it seems to not please most players.
Campsites are no longer abandoned when the Scout steps away from it. Instead, they are based on timers that improve as camping skill increases (starting at 5 minutes). Leaving the camp starts the timer, re-entering the camp cancels the timer. You no longer lose ownership over camps. They either decay or not. Any player can only have one camp set at any time, they need to set it off in order to build a new one (that might be in already).
Currently, camps can be used to heal wounds, to allow entertainers to heal battle fatigue, to keep creatures away and allow safe-login. That`s good functionality already, but it seems to not please most players.
A new functionality could be added: Staying in camps for a certain amount of time allows you temporary buffs to health and action, capped to a certain limit. So not only players will desire to build a camp to heal wounds, but they`ll want to remain in it for a certain amount of time. Ability to leave the camp to journey around the vicinity without the risk to see it decayed in a matter of few minutes will also offer a hunting party the option to return to it and re-buff every once in a while.
Only the maker of the camp can cancel the timer by returning to it. If the owner leaves and does not return, the camp will decay even if other players are inside.
***
Other than that all other suggestions made by Limbonik:
1. Make use of the Skywalker Sound archives.
Music for cities; I hear music everytime I land at Nym's. Where's the rest of the love?
More than one choice to "battle" music.
Music keyed to factionally-aligned base destructions.
Ambience
Background "chatter". (e.g. Cantinas, Hospitals, Starports, Bazaars, etc.) There is also a starport loop that has been in game since release and has yet to be keyed to play.
Beeps, bells and whistles
Fix "wrong sounds" on weapons.
Only one Corellian Corvette between every planet? No? Alter the pitch/tone for variance. Also, address the scale issue.
Stormtroopers should be saying "Move along," "Nothing to see here," and "Hey, you there!" for starters. They did once, they can be made to do so again.
Is there an enviornment in Star Wars Galaxies? Other than Lok, I haven't heard it.
Where is my Imperial March music?
2. Factionally-aligned crafters:
***
Other than that all other suggestions made by Limbonik:
1. Make use of the Skywalker Sound archives.
Music for cities; I hear music everytime I land at Nym's. Where's the rest of the love?
More than one choice to "battle" music.
Music keyed to factionally-aligned base destructions.
Ambience
Background "chatter". (e.g. Cantinas, Hospitals, Starports, Bazaars, etc.) There is also a starport loop that has been in game since release and has yet to be keyed to play.
Beeps, bells and whistles
Fix "wrong sounds" on weapons.
Only one Corellian Corvette between every planet? No? Alter the pitch/tone for variance. Also, address the scale issue.
Stormtroopers should be saying "Move along," "Nothing to see here," and "Hey, you there!" for starters. They did once, they can be made to do so again.
Is there an enviornment in Star Wars Galaxies? Other than Lok, I haven't heard it.
Where is my Imperial March music?
2. Factionally-aligned crafters:
Armoursmiths: Republic/Imperial armour.
Weaponsmiths: Republic blasters are in the game, where is the Imperial Blaster?
Tailors: Republic/Imperial Uniforms.
Droid Engineers: Faction specific droids. RX-7 (Republic) and RA-7 (Imperial Death Star Droid) as examples.
3a. Droids > Pokèmon
Weaponsmiths: Republic blasters are in the game, where is the Imperial Blaster?
Tailors: Republic/Imperial Uniforms.
Droid Engineers: Faction specific droids. RX-7 (Republic) and RA-7 (Imperial Death Star Droid) as examples.
3a. Droids > Pokèmon
10 available droid-types, but how many creature-types are available as pets?
Droid CL should be higher than CL. Creatures have a will; Droids are a pre-programmed set of routines with no "will to live"
Allow either more than one droid out at one time, or remove the formation commands from the radial menu. It looks horrible to see that on a menu when it is useless.
Return the Pre-nerf, "Legacy" Probots armour. If you can't do this, than do this to everything. I have houses I built when I was an architect that can't be placed on planets other than what they were created for. If you can go in and remove armour from a droid that old, then you can modify everything else old to reflect new. You nerfed the pre-nerfs, then raised the level of the combat probots. Now my pre-nerf is't even the same level of power as a combat model, it's less.
3b. Make droids do what they should do.
Droid CL should be higher than CL. Creatures have a will; Droids are a pre-programmed set of routines with no "will to live"
Allow either more than one droid out at one time, or remove the formation commands from the radial menu. It looks horrible to see that on a menu when it is useless.
Return the Pre-nerf, "Legacy" Probots armour. If you can't do this, than do this to everything. I have houses I built when I was an architect that can't be placed on planets other than what they were created for. If you can go in and remove armour from a droid that old, then you can modify everything else old to reflect new. You nerfed the pre-nerfs, then raised the level of the combat probots. Now my pre-nerf is't even the same level of power as a combat model, it's less.
3b. Make droids do what they should do.
Protocol Droids should translate languages. Remove the ability to learn languages, or make them cost skill points.
LE Repair Droids should repair droids. This droid should be callable no matter the other droid you have out, so you can actually repair your own droids, and not waste money on a droid that repairs everyone elses droids but your own.
Power Droids should recharge droids (this is currently implemented and fine.) This droid should be callable no matter the other droid you have out, so you can actually recharge your own droids, and not waste money on a droid that recharges everyone elses droids but your own.
Surgical Droids should heal players. Make this a Doctor/Combat Medic droid only.
Binary Load Lifters should allow you to carry a larger amount of items inside of it automatically. Make this droid work as a harvestor and/or resource "container".
R2 astromechs should give a bonus to slicing and to later inclusion of X-Wings.
R5 astromechs should give a bonus to the later inclusion of Y-Wings.
Probe Droids should be Imperial only. Their primary function isn't combat, it's recon. Give the Probot the ability to travel to xx / xx waypoint, and provide the ability to "view" from the Probots current location, in a 360 degree view. Rebels should have the same type of droid available to them, but it should not be of Imperial design.
3c. AT-ST
LE Repair Droids should repair droids. This droid should be callable no matter the other droid you have out, so you can actually repair your own droids, and not waste money on a droid that repairs everyone elses droids but your own.
Power Droids should recharge droids (this is currently implemented and fine.) This droid should be callable no matter the other droid you have out, so you can actually recharge your own droids, and not waste money on a droid that recharges everyone elses droids but your own.
Surgical Droids should heal players. Make this a Doctor/Combat Medic droid only.
Binary Load Lifters should allow you to carry a larger amount of items inside of it automatically. Make this droid work as a harvestor and/or resource "container".
R2 astromechs should give a bonus to slicing and to later inclusion of X-Wings.
R5 astromechs should give a bonus to the later inclusion of Y-Wings.
Probe Droids should be Imperial only. Their primary function isn't combat, it's recon. Give the Probot the ability to travel to xx / xx waypoint, and provide the ability to "view" from the Probots current location, in a 360 degree view. Rebels should have the same type of droid available to them, but it should not be of Imperial design.
3c. AT-ST
Give us a way to repair our AT-ST already. It's not a Pet so I can't heal it, it's not a Droid so I can't repair it and it's not a vehicle so I can't take it to the garage. It's not a pet, droid or vehicle, it's a burden.
Give us the option to trade in our AT-ST. Some of us purchased ours at the start of the game, and would not have bought one had we known how bad you were going to screw them up.
4. Addition of Hutt faction (the game is programmed for it already.)
Give us the option to trade in our AT-ST. Some of us purchased ours at the start of the game, and would not have bought one had we known how bad you were going to screw them up.
4. Addition of Hutt faction (the game is programmed for it already.)
Rebel and Imperial forces may attack known (or overt) Hutt aligned faction players.
Hutt aligned forces may attack Rebels and Imperials that are known (or overt.)
Placement of a new negative faction system.
Introduction of "Player Bounties/War Crimes"; Once a player hits -5000 faction (if a new negative system were implemented,) a mission would be given out randomly to 3 players to kill them. In order to prevent a bounty (Hutt) or a war crime (imp/reb) from occuring, players could seek out an NPC and pay them X amount of credits in order to "raise" their standing with said faction. Negative faction should also "decay over time," giving a player the choice between spending credits to keep on slaughtering, or "taking a break" from their crimes.
5. Addition of new "faction capture points."
Hutt aligned forces may attack Rebels and Imperials that are known (or overt.)
Placement of a new negative faction system.
Introduction of "Player Bounties/War Crimes"; Once a player hits -5000 faction (if a new negative system were implemented,) a mission would be given out randomly to 3 players to kill them. In order to prevent a bounty (Hutt) or a war crime (imp/reb) from occuring, players could seek out an NPC and pay them X amount of credits in order to "raise" their standing with said faction. Negative faction should also "decay over time," giving a player the choice between spending credits to keep on slaughtering, or "taking a break" from their crimes.
5. Addition of new "faction capture points."
These points contain Cloning, Insurance, Healing, Missions and a "Declare" terminal.
These points cover a radius of 1-300m. Faction who controls capture point receives a bonus to defense while in the area of the capture points.
Doors on any entrance for the control point.
Doors must be destroyed which X of time. A Master Smuggler can slice thru it 50% faster.
Each point captured counts toward the /GCW
Capture points to execute "NPC events." (think Bestine Political Quest.)
Allow "Detention Center" feature w/i control points. Similiar to the warning of Battlefields, a player could be given the choice to take part in a "prison break" feature, or could also pass on the feature, if they did not want to feel "punished" by the game for error.
6. Addition of "animated" Load screens (or small .AVIs).
Instead of a Picture of a Jawa with information on Selonians maybe we could find a tad more "immersion" to chuck in.
"animated" load screen depicting planet lift-off/landings
"animated" load screens depicting town-to-town shuttle flights. (small video plays of flying over the vast, vacant deserts on Tatooine as Mos Eisley appears on the horizon, etc.)
7. Variety is key.
These points cover a radius of 1-300m. Faction who controls capture point receives a bonus to defense while in the area of the capture points.
Doors on any entrance for the control point.
Doors must be destroyed which X of time. A Master Smuggler can slice thru it 50% faster.
Each point captured counts toward the /GCW
Capture points to execute "NPC events." (think Bestine Political Quest.)
Allow "Detention Center" feature w/i control points. Similiar to the warning of Battlefields, a player could be given the choice to take part in a "prison break" feature, or could also pass on the feature, if they did not want to feel "punished" by the game for error.
6. Addition of "animated" Load screens (or small .AVIs).
Instead of a Picture of a Jawa with information on Selonians maybe we could find a tad more "immersion" to chuck in.
"animated" load screen depicting planet lift-off/landings
"animated" load screens depicting town-to-town shuttle flights. (small video plays of flying over the vast, vacant deserts on Tatooine as Mos Eisley appears on the horizon, etc.)
7. Variety is key.
If you must use a solitary corvette model as our only planet-to-planet ship, can we at least have different coloured stripes/markings based on planet? At least try to make us think there's more than 1 corvette out there.
Shuttles should vary in striped/markings colour as well.
Spaceports shouldn't look the same on every planet. Are all spaceports pre-fabs from the same manufacturer?
8. Scripted Events. (Yes, these sorts of things are background...but vital for immersion sake.)
Shuttles should vary in striped/markings colour as well.
Spaceports shouldn't look the same on every planet. Are all spaceports pre-fabs from the same manufacturer?
8. Scripted Events. (Yes, these sorts of things are background...but vital for immersion sake.)
Tatooine: Sandcrawler should be moving across the desert from the Jawa Fortress to another point, then return. Imperial Patrols should be found patrolling outside of cities/deserts with Dewbacks. Slave-1 should be seen arriving to/leaving Jabba's Palace. Sand Skiffs dumping hapless victim into Sarlacc, etc.
Endor: Imperial Speederbike patrols should be seen all over the planet. Ewok hunting parties raiding enemy camps, etc.
Dantooine: Imperial presence should be more visible. AT-ST patrols, AT-PT/AT-AT patrols.
Dathomir: Larger, sweeping Imperial presence near the Prison. Nightsisters dropping slaves into the Lesser Sarlacc, etc.
Corellia: Larger, sweeping CorSec presence. Shuttles arriving/leaving Hidden Rebel Base, etc.
9. Armour
Endor: Imperial Speederbike patrols should be seen all over the planet. Ewok hunting parties raiding enemy camps, etc.
Dantooine: Imperial presence should be more visible. AT-ST patrols, AT-PT/AT-AT patrols.
Dathomir: Larger, sweeping Imperial presence near the Prison. Nightsisters dropping slaves into the Lesser Sarlacc, etc.
Corellia: Larger, sweeping CorSec presence. Shuttles arriving/leaving Hidden Rebel Base, etc.
9. Armour
We have lots of armours, and only Composite is used. Are the players the only ones who notice this?
Armour should slow (speed/dodge/etc) players down. Wow...an encumberance that doesn't encumber speed?
Armour should only cover a few types of DMG max. This prevents a world of BLAND. This will also help foster a bit of variance between players. (e.g., Armour protects against (2) DMG types. One for 60% and the other for 40%.)
Imperial armour needs to stay human-specific. You've screwed way to much continuity wise to just screw everything else up.
There needs to be species-specific Imperial factional armour (Veers wears the non-ST variant in the movies) to replace the Stormtrooper armour for aliens.
There should be a species-specific armour for each alien race.
10. Player Cities
Armour should slow (speed/dodge/etc) players down. Wow...an encumberance that doesn't encumber speed?
Armour should only cover a few types of DMG max. This prevents a world of BLAND. This will also help foster a bit of variance between players. (e.g., Armour protects against (2) DMG types. One for 60% and the other for 40%.)
Imperial armour needs to stay human-specific. You've screwed way to much continuity wise to just screw everything else up.
There needs to be species-specific Imperial factional armour (Veers wears the non-ST variant in the movies) to replace the Stormtrooper armour for aliens.
There should be a species-specific armour for each alien race.
10. Player Cities
Return /citywarn to us already.
If you will NOT return /citywarn, give us the option of NPCs that will enforce our city for us.
Give us pavement. (seriously TH, we can afford a City Hall but not roads?)
Give us bridges.
Give us walls.
Give us the ability to remove players from our city. (I suggest a council profession that ties in with Mayor so we can govern and responsibly vote out someone, and not the ability to just boot them with no say.)
Remove the ability recently added to allow a player to undeclare residency in a city.
If a player removes themselves as a "citizen" of the city, they should be forced to move from the city so we can recover our lot space w/o losing our City Rank due to poor planning on the development end.
Example of above comment: 8 players "quit" the game and never come back - but paid 6 mos maint. We can't remove those houses and lose space needed to refill the city to keep out City Rank. Since we can't remove the houses or recover our player count, we lose our City Rank at next election, and then we lose more radius in the city, effectively booting active players and civic buildings from our City, costing us millions in credits lost in civic buildings due to a poorly conceived, poorly implemented "Lemming-based" system.
Cities are democratic-only, and yet we live in a Dictator-controlled Galaxy?
11. Add Imperial/Rebellion Banners as faction-purchased items from the Recruiter.
If you will NOT return /citywarn, give us the option of NPCs that will enforce our city for us.
Give us pavement. (seriously TH, we can afford a City Hall but not roads?)
Give us bridges.
Give us walls.
Give us the ability to remove players from our city. (I suggest a council profession that ties in with Mayor so we can govern and responsibly vote out someone, and not the ability to just boot them with no say.)
Remove the ability recently added to allow a player to undeclare residency in a city.
If a player removes themselves as a "citizen" of the city, they should be forced to move from the city so we can recover our lot space w/o losing our City Rank due to poor planning on the development end.
Example of above comment: 8 players "quit" the game and never come back - but paid 6 mos maint. We can't remove those houses and lose space needed to refill the city to keep out City Rank. Since we can't remove the houses or recover our player count, we lose our City Rank at next election, and then we lose more radius in the city, effectively booting active players and civic buildings from our City, costing us millions in credits lost in civic buildings due to a poorly conceived, poorly implemented "Lemming-based" system.
Cities are democratic-only, and yet we live in a Dictator-controlled Galaxy?
11. Add Imperial/Rebellion Banners as faction-purchased items from the Recruiter.
12. Immediate Concerns/Priorities needed in order to at least make this game playable.
Bugfixes > New Dungeons.
Bugfixes > Content. (When issues like the Imperial Hat and Necklaces not displaying graphics have been in game since launch and it's been almost a year into the game...they should take some kind of priority.)
Hotfix covert/dead/feign death base shutdowns.
Hotfix "poison/disease" decay incap for Combat Medics.
Hotfix "Greater than 64m" poison/disease throws for Combat Medics.
13. Implement Vehicular combat.
Bugfixes > Content. (When issues like the Imperial Hat and Necklaces not displaying graphics have been in game since launch and it's been almost a year into the game...they should take some kind of priority.)
Hotfix covert/dead/feign death base shutdowns.
Hotfix "poison/disease" decay incap for Combat Medics.
Hotfix "Greater than 64m" poison/disease throws for Combat Medics.
13. Implement Vehicular combat.
If I sat down and really thought about it, I know there's a lot of things I could add to this list. But I'll be happy with having some of the important things looked at.
Starting location Mos Eisley - Please rethink this, with all the new people and their "Wonderful" green domed friends ME has become damn near unplayable at times. Either split apart the starting locations as previously done or give the Mos eisley servers a bit of a boost so they can cope a bit more.
The afforementioned green droids - These are the biggest cause of lag recently, walk into a cantina and it now takes 3 times as long to successfully load because every man and his dog(bothan) has their green droid out. Couldnt you have stuck with the instanced training as before? or at least made the droids a client side thing somehow.
Jalek L'o/Ani'a L'o
Nexus Naboo
www.swg-moseisley.com
Nexus Naboo
www.swg-moseisley.com
Starting location Mos Eisley - Please rethink this, with all the new people and their "Wonderful" green domed friends ME has become damn near unplayable at times. Either split apart the starting locations as previously done or give the Mos eisley servers a bit of a boost so they can cope a bit more.
The afforementioned green droids - These are the biggest cause of lag recently, walk into a cantina and it now takes 3 times as long to successfully load because every man and his dog(bothan) has their green droid out. Couldnt you have stuck with the instanced training as before? or at least made the droids a client side thing somehow.
Jalek L'o/Ani'a L'o
Nexus Naboo
www.swg-moseisley.com
Nexus Naboo
www.swg-moseisley.com
kinglog123
Fri Jun 04, 2004 9:35 pm
#109
Oh i also forgot to add to my own ideas is
1- armor- NO MORE COMPO CLONES PLZ!!!!!!!!!!!!!!!!!!!!!!!!! MAKE MORE ADVANCED ARMOR !!!!!!!!!!!!!!!!!!!!!!!
2- economy- FOR GODSAKES FIX THE ECONOMY!!!!!!!!!!!!!!!!!!!!!!!!!!!
lol that pretty much sums it up :-)
tman5219
Fri Jun 04, 2004 10:52 pm
#110
Give us a reason to stay with this game through all the revamps. Actually, Jedi revamps.
You pushed smuggler out to God knows when, and he ain't talkin'. Neither are you. You keep promising wonders and delivering crap. Yet you expect us to stay. Give us a reason. Show us you're sincere.
Reduce subscription rates until a complete game is delivered.
DathoImilli
Sat Jun 05, 2004 12:17 am
#111
Didn't think about it but wife beater is the slang term for the shirt. It is actually called an A-shirt. If you don't know what that is it's the white tanktop undershirt guys wear.
ratlif
Sat Jun 05, 2004 4:00 am
#112
HERE IS AN IDEA!
stop adding new crap and fix what is broken.
Take things out the game that are no longer or ever were working/useful. ( example, my +14 1 hand melee damage tape i looted...**edit** )
Gone in two weeks until this game is actually fun/balanced.
Take things out the game that are no longer or ever were working/useful. ( example, my +14 1 hand melee damage tape i looted...**edit** )
Gone in two weeks until this game is actually fun/balanced.
Razorbax
Sat Jun 05, 2004 8:52 am
#113
Hi there,
Why cant SOE make pod racers so you can race each other. They can introduce pit droids to the game too. They can use pit droids and pod racers from episode 1 racing for outlines. The parts are there too with names and all.The people who played episode 1 racing, did you like ita lot, i know i did.I want this so much i have even made my own skill tree based on pod racers. In this skill tree there are weapons too like the flame emitter.
Thanks
Danborg
Sat Jun 05, 2004 9:51 am
#115
Races should have significant unique abilities that make them fun to play. Here are a few suggestions:
1. Mon Calamari -- There is a lot of water on some of the worlds, but it is mostly being wasted, not being put to good use. I suggest that Mon Calamari be able to /burstrun while swimming and use specials for attack while swimming. For balance, I suggest Mon Calamari take some sort of DOT damage for every hour spent in the Tat desert.
2. Trandoshan -- Again, there is a lot of water in the game, but it's not being put to use. In the same vein as the Mon Calamari comment above, how about this: Trandoshan's can't swim! They can use mounts or vehicles to cross water, but no swimming is allowed. For balance, I suggest that Trandoshans have some sort of infravision and can see in the dark. (Very useful on Dathomir, I would imagine!)
3. Bothans -- I suggest all Bothans, regardless of profession, should have Terrain Negotation 1, as a result of their breeding. For balance, I recommend that Bothans cannot ride any "avian" type mount (such as Kaadu, Carrion Spat) due to the birds being "spooked" by the dogs.
Anyway, these are just examples of what I'm talking about, the details are certainly up to debate, and of course we would need to pay attention to Continuity. I haven't thought of anything yet for Rodians or Zabraks or Wookiees -- any ideas?
Regards,
Danbacca
Wanderhome
Danborg
Sat Jun 05, 2004 10:00 am
#116
Planet Expansion:
We want HOTH!
For continuity, I think it is important that Hoth be a VERY HARSH planet, just like in the movie. I'm talking about the risk of dying just being exposed to the planet's conditions. I suggest everyone take damage over time (DOT) for every minute spent on Hoth. This can be reduced by wearing heavy coats (something else for Tailors to do, yah!) -- but this means you won't be able to wear your uber Composite! This would make PvP interesting on Hoth! (Wookiees should get reduced DOT due to their walking carpet status!)'
Hey, maybe the rebels can actually win Hoth this time? Lol!! (What a great place for the ever elusive AT-AT to spawn!)
Regards,
Danbacca
Wanderhome
Cyris75
Sat Jun 05, 2004 12:33 pm
#117
Mine is really easy... and it shouldn't be that hard.
Can you PLEASE make some kind of toggle to "LOCK" our hotkeys. I're really really tired of lagging out, and accidentally dragging a hotkey into a different slot. It's a real pain to try and fix it in the heat of battle.