Development Cycle Archive
Thread: In Development: Loot Pass #1
Warryyr
Fri Nov 05, 2004 1:41 am
#105
Krase wrote:
Warryyr wrote:
I question the use of a looted item in a stim, to allow Mind wound healing.
That's stealing Entertainers' livelihood, TH.
You go to great lengths in that document and tread so delicately over concerns for the crafter's game, yet seem to have no qualms about handing our skills out to any random looter with a weapon.
What gives?
Can you clarify why you feel justified in giving Entertainers' skills away to the looter and the Doctor who uses the stim?
Thank you. I find this very upsetting and disturbing, and since it's still In Concept I very much hope you scrap this idea unless you show how this will benefit Entertainers, and NOT those who didn't invest their skill points in entertaining.
I think it will only heal damage, not wounds. Kinda like how CMs can heal mind damage, but incurr horrible mind wounds. At least i hope that is how the Devs will work it.
Well, I hope so - but then that's goona tick off the CM's.
Latenighter
Fri Nov 05, 2004 1:44 am
#107
TH,
Why are Heavy Weapon Accuracy/speed not on the list of skill enhancements? Are Commandoes being excluded from skill enhancments again, just like Armor and Clothing attachments, and the FS Ranged upgrades that do not work?
Replies appreciated
RIEN - Master Commando
Corbantis
Why are Heavy Weapon Accuracy/speed not on the list of skill enhancements? Are Commandoes being excluded from skill enhancments again, just like Armor and Clothing attachments, and the FS Ranged upgrades that do not work?
Replies appreciated
RIEN - Master Commando
Corbantis
SSSnuggles
Fri Nov 05, 2004 1:45 am
#108
For future loot kits, and present ones, I think it would be better if all items had equal rarity, or perhaps three or four items were more rare then the rest. With the present situation (adhesives rare, everything else not) it has become a single big ticket purchase item. If it was equal probability looting, or a couple more rare, this would encourage trading and more person-person interaction.
garvin
Fri Nov 05, 2004 1:47 am
#109
I know this is only "Loot Pass #1" but I noticed there aren't really much Commando replated benefits here...There is Pistol Speed and Accuracy which could, I guess, work with our Launcher Pistol, but in the current system the LP is VERY rarely used, especially beyond Novice Commando...
There needs to be some type of Heavy Weapon boost and/or grenade skill enhancer here otherwise Commandos are being left out of the loop...
Don't make me get all rant'ee here...
Message Edited by garvin on 11-04-2004 12:47 PM
Krase
Fri Nov 05, 2004 1:47 am
#110
Not really. When a CM uses his Mind Heal skill, he takes alot of mindwounds to fix all of the targets mind damage. if the new stim pack heals some mind damage (I.E. 1/4 or 1/3 damage), at say, a med skill use of master medic, I dont think CMs will mind so much.
Warryyr wrote:
Krase wrote:
Warryyr wrote:
I question the use of a looted item in a stim, to allow Mind wound healing.
That's stealing Entertainers' livelihood, TH.
You go to great lengths in that document and tread so delicately over concerns for the crafter's game, yet seem to have no qualms about handing our skills out to any random looter with a weapon.
What gives?
Can you clarify why you feel justified in giving Entertainers' skills away to the looter and the Doctor who uses the stim?
Thank you. I find this very upsetting and disturbing, and since it's still In Concept I very much hope you scrap this idea unless you show how this will benefit Entertainers, and NOT those who didn't invest their skill points in entertaining.
I think it will only heal damage, not wounds. Kinda like how CMs can heal mind damage, but incurr horrible mind wounds. At least i hope that is how the Devs will work it.
Well, I hope so - but then that's goona tick off the CM's.
Rikilii
Fri Nov 05, 2004 1:47 am
#111
Warryyr wrote:
I question the use of a looted item in a stim, to allow Mind wound healing.
That's stealing Entertainers' livelihood, TH.
They won't mind. Hell, they won't even notice. They're all AFK anyway.
You go to great lengths in that document and tread so delicately over concerns for the crafter's game, yet seem to have no qualms about handing our skills out to any random looter with a weapon.
What gives?
Can you clarify why you feel justified in giving Entertainers' skills away to the looter and the Doctor who uses the stim?
Do you also feel slighted by the fact that TKAs and Jedi can heal their own mind wound? Because this is going to have an effect that is probably about 1/100th of that.
Plus, people will still need mind buffs and BF healing, especially with the huge BF incurred in space.
Thank you. I find this very upsetting and disturbing, and since it's still In Concept I very much hope you scrap this idea unless you show how this will benefit Entertainers, and NOT those who didn't invest their skill points in entertaining.
weshutch
Fri Nov 05, 2004 1:48 am
#112
I posted this in the "What's up with combat" thread but it seems more appropriate here:
If higher end content is going to be un-soloable, I would love to see some new type of looting system. Perhaps one that incorporates using a die roll to divvy up the loot randomly within the group.
As it stands I think most people try to avoid the inevitable squabbles over loot rights (these issues have gone so far as to ruin entire guilds)by hunting solo. If there was a fair solution to this I think we would see group hunts explode in popularity.
I think this ties directly into "making the loot game more fun for players".
Hope we can see some good ideas float around for this
Otherwise I think the changes look sweet!
If higher end content is going to be un-soloable, I would love to see some new type of looting system. Perhaps one that incorporates using a die roll to divvy up the loot randomly within the group.
As it stands I think most people try to avoid the inevitable squabbles over loot rights (these issues have gone so far as to ruin entire guilds)by hunting solo. If there was a fair solution to this I think we would see group hunts explode in popularity.
I think this ties directly into "making the loot game more fun for players".
Hope we can see some good ideas float around for this
Otherwise I think the changes look sweet!
Trebor0712
Fri Nov 05, 2004 1:58 am
#113
This looks great. Now it seems things are coming together in SWG. Keep it coming. I look forward to the changes. I think the loot credit is an improvement too. I have gotten credits on every loot of an NPC.
Trebor'de Kronos
StarSider
Tatooine
KOTR
CradTheWarlord
Fri Nov 05, 2004 1:59 am
#114
WOW! Imperial hat fix and now,A LOOT UPGRADE?!
Im so proud of you Devs!
AudioOrgana
Fri Nov 05, 2004 2:03 am
#115
That's really neat. It sounds like a solid foundation. However, I have two concerns (well, one concern and one request) :
1) I see tha painting of Han. Very cool. But PLEASE PLEASE PLEASE add a Leia one too. Please. Seriously, I'm begging you. In the first pass. You are my only hope!

2) I didn't see the word "droid" mentioned once in the whole explaination. I was going to go back and search for the word, but for some reason I can't access that page at the moment. Droids need love too - I didn't see anything in there about architects either. I realize because our products are rather indestructable it's going to be a bit more difficult for you to give us some of these loot enhancements, but here are a couple of basic, obvious ideas :
* A loot drop or reverse engineer that allows DE's to make "level 7" item storage models, that hold 12 items instead of 10. Not
terribly unbalancing.
* A schematic for a Droideka frame. We've been saying it since the dawn of combat droids : we don't care about the stats, our customers
care about the frame/graphic; we don't need to wait for you guys to figure out Droid Handler. Give us limited use Droideka schematics
(say, 3 use, so we could trade uses for making it for a combat player, much like it works with Genosian loot for WS) that have the same
power as a Probot, and/or maybe do a different type of damage. All droids do Energy damage right now - some variety would be nice.
None of this would be imbalancing, but would make players VERY VERY happy. And DE's too. Trust me.
* A droid battery that lasts for six hours instead of one (as a loot drop, no crafting involved)
* For architects, some type of dropped loot that an arch can use to make a "power-up" to a harvester. For example, a limited use item
that the architect makes with the loot that the player can apply to an existing harvester that makes it mine 25% more resources for,
say, a 24-hour period. Maybe even 50% - enough to make it worth the effort.
Please consider ALL crafting professions in the first round. Don't leave anyone out. A little something and a promise for more is better than nothing. This sounds like an exciting begining to "fun" loot in this game, which for the most part is lacking at the moment, and it will go a long way for player satisfaction if it is inclusive of all the crafting professions, in some form, out of the box.
AO
1) I see tha painting of Han. Very cool. But PLEASE PLEASE PLEASE add a Leia one too. Please. Seriously, I'm begging you. In the first pass. You are my only hope!
2) I didn't see the word "droid" mentioned once in the whole explaination. I was going to go back and search for the word, but for some reason I can't access that page at the moment. Droids need love too - I didn't see anything in there about architects either. I realize because our products are rather indestructable it's going to be a bit more difficult for you to give us some of these loot enhancements, but here are a couple of basic, obvious ideas :
* A loot drop or reverse engineer that allows DE's to make "level 7" item storage models, that hold 12 items instead of 10. Not
terribly unbalancing.
* A schematic for a Droideka frame. We've been saying it since the dawn of combat droids : we don't care about the stats, our customers
care about the frame/graphic; we don't need to wait for you guys to figure out Droid Handler. Give us limited use Droideka schematics
(say, 3 use, so we could trade uses for making it for a combat player, much like it works with Genosian loot for WS) that have the same
power as a Probot, and/or maybe do a different type of damage. All droids do Energy damage right now - some variety would be nice.
None of this would be imbalancing, but would make players VERY VERY happy. And DE's too. Trust me.
* A droid battery that lasts for six hours instead of one (as a loot drop, no crafting involved)
* For architects, some type of dropped loot that an arch can use to make a "power-up" to a harvester. For example, a limited use item
that the architect makes with the loot that the player can apply to an existing harvester that makes it mine 25% more resources for,
say, a 24-hour period. Maybe even 50% - enough to make it worth the effort.
Please consider ALL crafting professions in the first round. Don't leave anyone out. A little something and a promise for more is better than nothing. This sounds like an exciting begining to "fun" loot in this game, which for the most part is lacking at the moment, and it will go a long way for player satisfaction if it is inclusive of all the crafting professions, in some form, out of the box.
AO
DND_Cas
Fri Nov 05, 2004 2:10 am
#116
Good stuff 
Only two concerns:
(1)Entertainers.
You really need to be very careful not to step on thier terretory as right now as a use for other players they don't have alot and what they do have (battle fatigue) many players resent them having.
(2) Storage.
While I'm very happy my heavy duty leather and clamps will now be stackable (per serial no) I don't think this will fix the underlying problems of storage. I'm lucky that in my profession, tailoring, I've only really got three types of loot that I ever have to store. A weaponsmith has lots more types of loot they have to store so having items that are stackable only means something to them if someone loots 5 identical items with the same serial.
Imo you either need to do away with serials on loot and have for example light kryat tissue, kryat tissue and exceptional kyrat tissue. Or give crafters more storage space. I think the first way would be best. Lets face it serials are all well and good for player crafted items but they are just an annoyance for loot.
Oggram
Fri Nov 05, 2004 2:43 am
#117
Is /forage being fixed as well or just loot drops. If not, will it ever be fixed because foraging is useless.
I need to know because the suspense is killing me.
Oh well off to kill some pickets, who happen to have no bones what so ever. Whats up with that?