Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-19-04)
Three simple requests to make my life better - and I mean simple from a dev perspective (I hope
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More storage in homes.... Whether this is via lots, size or just giving everything more, I just need more space. I have three right now and considering mere just to store things.
A few more skill points... Please! As others have said, maybe just 50? It breaks my heart to drop professions and make some the decisions I must. Please! Even if you can only promise them with the future (like in Space Expansion.) But let me use those for non SE skills.
And let us use those great buildings in NPC cities for apartments! That would just bring the NPC cities to life if you had the option of renting a room, not to mention you could make it a lower cost/storage option for people who don’t want/can't afford a home. (ok maybe this one is not so easy for the devs, hehe)
Thanks!
I think the dev's need to rethink what constitutes 'high end' content, as far as tough NPC's are concerned.
With these Corvette Mob's all having Heavey armor to make them tough, creates the situation where only rifleman and heavey swordsman are viable to attack them. There are posts on the Test Center that state any other profession, other than doctor or CM, are only good for meat sheilds.
Since the Combat Balance is being pushed back, this needs to be addressed in some way, otherwise everyone is going to gravitate towards these proffessions, as they are the only ones that can play the entire game effectively.Either allproffessions should have access to medium armor piercing weapons (and not just from rare loot, or rare and limited production schems. (Why should a weaponsmith be able to make a T21, just for having the skill points, but have to go loot a schem for a comparable weapon for a different class?) Or, these high-end Mob's need to have their armor reduced and have their dodge, mitigation, etc. abilities increased to make them tougher.
Dear Devs, designers and producers...
I want to place here an important issue about the future space expansion...
First of all, sorry for my bad english knowledge... i will try to write all as clear as i can...
I had the opportunity to play and learn the "know how" to fly in Microsoft Flight Simulator, since V.98 to 2004 now (6 years ago), as well in Combat Flight Simulator 2 and 3, and became member of International Virtual Airflyer Organization (IVAO-MX).
I could watch the screenshot of the SW Galaxies, Space Expansion in the Lucas Art webpage... when i saw it, i justhad the feelingto send you these comments...
The mainconcept of Flight simulator system is the possibility to learn the enough skills to control the airplane... meanwhile in Combat flight simulator, you must learn the enough skills to shoot and blast the enemy.
The system in SWG is different: as characters, we do not need to shoot a target with the hability to hit in one eye (the precise-target system), the victory of our fight would depend of the skills that we gained and the pool points that we can destroy by the habilities that we got in our respective proffesions.
By this, i wonder if the combat system for spaceships, as well as the navigation way, represents the same system like in the actual SWG game.
The main concept of the start battle is the skill that legendary characters like Luke Skywalker or Han Solo had to survive between a asteriod shield or against the blast of the Imperials Tie fighters...
That would represent that us, the players, must gain the expirence to fly by the hability gained by our human skills, and not by a grinding skill system.
It could be kinda dissapointing if we wont win a galactic battle against Imps or rebs by the skill that we could have to evade a meteroid and our enemy would be killed by it. It will be dissapointed that we would win because our ship has the "superbooster legshot 1".
We do not know yet how the system of the Space Expansion would work, but i am just wanted towrite my humble opinion about it here, for the consideration of you... no matter if the system is already did it or not...
Thanks in advance for your attention, and plz forgive my bad english again
Regards
sorry...
*ability
My apologize... "habilidad" is the word in spanish... sorry
1) Change your spawn densityso there is some logic. Why are there 7 different creatues and humoniods all jammed into a 500m area.The rest of the planet is empty, but the areaat my mission or goal has to havered dots as far as the eye can see.If there is some pirate base in the wilderness, they certainly aren't gonna suffer all kinds of wild animals 100m away. I suppose its a challenge to work your way through a bunch of randomly created red dots, but I don't find it much fun.
2) If you kill something. It's dead! Why is everything about respawns. If I kill a pirate at the enterance of a compund he needs to be dead so we can continue our adventure. Having things just pop up on your rear all the time is annoying. This idea that something spawns 30 sec later to replace a mob is stuipid. Have the camp respawn if nobody is in the area for a much longer period of time. There is no finese, it becomes all about brute force. Kill everything in sight.
3) All MMORPG's insist of having buffs to make you superman. Why? Single player games give you small buff items that help you in a battle for a limited time, but the idea of having your attributes increased to insane levels just so you can play is just a bad idea. It's getting to the point where you need doc buffs to do anything in game and its gonna get worse as time goes on and devs try to add more content like the Covrette.
4) Why is there only one good type of armor in the game.You would be better off letting all armors protect the same stuff, so we could have variety in choice. Nobody in their right mind is gonna wear most of the armor becuse it has such poor stats. Get rid of the ham penalties and come up with some other idea. As the system stands now, you have to be buffed by a doctor just to wear a suit of armor.
To start, I like the idea proposed for pub 9 with all accounts getting a second character/server with 10 lots to share between the 2 (am I correct in reading that this will not require actually opening a second account?). Provided this means that we will also be able to effectively quest with one to make him/her force-sensitive without the precursor of mastering 20 professions, this will be great to allow casual gamers a chance to play around with a jedi type toon (although I'm sure it will still take a lot of work, at least it won't take months of non-stop gaming just to try). I imagine this also means people now on a 'silent' holo will have their main char 4/5 of the way to becoming force sensitive and will open the possibility of the new alt become the 'cash cow' support and would improve the ratio of combat profession players to crafters and entertainers.
Another change I would like to see is in the new player intro...my character is a trandoshan, picked because at the time it seemed different, though I had no warning that my quickness/stamina would be hampered, nor did I know until 2 professions later that I couldn't stat migrate these further than very low. Just a primer on the HAM and substats as well as a warning about racial limitations would be nice.
These 2 things are all I can think of for now, I know there is a lot in the works (and, to help surprise I suspect, we are kept in the dark about a lot more of it), so I suppose I will have to wait to see how things play out. Just wanted to suggest the primer and give support to what I think I understand about the current development of the force-sensitive slot.
Once Space expansion hits, Rebels should not be able to use most shuttle / star ports, they should be heavily guarded, and we must use smugglers or our own ships. except for rebel controled cities.
Also make each city sort of like capture the flag, either group can take over/occupy the cities, by getting to a certain point in the city and using a certain terminal. Rebel controled cities (static, not Player) should then be bombarded by Imperial NCP spawns, in different waves, until they have to call in the AT-AT's. Imperials should only receive resistance from players and maybe some live events.
Add GCW Chat windows (1 Reb, 1 IMP), an alarm could go out through the galaxy drawing both sides to a battle, instead of just who ever knows the most people.
Find Lost Items is a useless house function when you have a large house. I've got 182 items in my house and I want to find the deed that decided to jump into a wall on me.
Find Lost items should give you a list of items in the house and let you choose which one(s) you want pulled to your feet.
SarnBloodwine wrote:
Find Lost Items is a useless house function when you have a large house. I've got 182 items in my house and I want to find the deed that decided to jump into a wall on me.
Find Lost items should give you a list of items in the house and let you choose which one(s) you want pulled to your feet.
I agree 100%. The way it functions now is completely stupid. If you can't give us the list then at least start with the last item put down not the first. Could you imagine if you had made that elaborate chess board which is shown on this website, and have to erase the whole thing to get to the high quality avian meat which jumped in the wall.
Timak/Eppi - Corbantis
ThunderHeart,
After reading this Friday feature about the new jedi plans, all I can say is why? If Staw Wars Galaxay is suppose to take place in between episode 4 and 5 then why with these new changes. Please hear the comunity on this and check out this thread here.
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=313455
If you can safely say that SWG is a game that does listen to the comunity then how can you over look this thread? Please take a time to make a formal response to this.