Development Cycle Archive

Thread: In-Concept Open Discussion (6-21-04)

Thunderheart
Tue Jun 15, 2004 9:00 am
#1



Welcome to the weekly In-Concept Open Discussion thread.



Last Week's Discussion Thread:






http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=48854






This thread is so community members can share their ideas about what they would like to see in the game that is not currently being planned. Game development issues that are being planned will have their own In-Concept “focus threads” listed in the In-Concept forum.



I noticed a lot of new posters and a lot of great new ideas posted in the last couple of weeks. Thanks very much. Don't forget, we archive these threads for reference in the Dev Cycle Archive.




Kurt "Thunderheart" Stangl
Community Relations Manager
ZelousShadow
Tue Jun 15, 2004 9:07 am
#2

I'd like to see some of the ancient technology IE clone wars armor, weapons, and equipment Implemented into the game via the junk venders and series of junk vendor quests that would yield 1 time use scematics (to keep it rare) and rare parts needed to craft the equipment, the Crafters would still have to make it, but the Combat classes would be primarily responsible for gathering the junk needed to progress in the quests.
Kade_Deveron
Tue Jun 15, 2004 9:08 am
#3

Here you go.


IN CONCEPT


Fix Faction Pets!


1. Remove faction pet perma death

2. Replace this with a death timer. The timer is longer for more powerful pets.

3. Tie the number of pets that can be stored and the number that can be pulled to a players faction rank. For example, a colonel can pull 125 points worth of pets and store 250. So he can pull 1 AT ST, or 6 dark troopers, etc.....


Right now faction pets are worthless in PvP. They dies super easy, you can only use one, and no one is willing to risk the only decent faction pet, the AT ST, in PvP when they need them for missions.!



-----------------------------
Khade Deveron

ZelousShadow
Tue Jun 15, 2004 9:10 am
#4

1. These forums need an edit button

2. I've started a little proposal on the Junk Vendor Ancient Tech quests, but I can't put it up right now as its not "Done"

I'll
SproBeGrga
Tue Jun 15, 2004 9:16 am
#5

Hello Mr. Stangl


I hope that I am not out of scope if I'd like to ask you about the possibility to provide the 'coder' community with some interfaces to SWG.


At Fen Fest someone mentioned (I read it in the various posts) that SWg is going to expand beyond the PC world eventually (news on my cell phone about house maintenance, for instance).


For that one would need a way to communicate with SWG through various interfaces/layers.


Give us an API and some Classes to play with!


Kind regards





Spro'be Grga - Gorath Galaxy
Since August '03 - I spent a long, long time in this Galaxy far, far away
Kade_Deveron
Tue Jun 15, 2004 9:16 am
#6

Something I meant to add to my post. It would be fun if faction pets could only be pulled from faction bases


The idea of the changes I'm proposing to pets doesnt fix the fact that ONE player can take an AT ST down with little problem if they are buffed and armored. but at least players would be more willing to use pets and increase immersion in the game.



-----------------------------
Khade Deveron

JebMarin
Tue Jun 15, 2004 9:17 am
#7

I'd like to raise the subject of racial imbalance , particularily with regards to jedi, since all jedi can't wear armour, and buffs are so widely available these days, theres no downside to chosing a wookiee / zabrak as jedi, I think this is going to create a skewed racial distribution in favour of these 2 races, wookiee / zabrak jedi will be the standard choice, not the rarity, not that I have anything against zabrak / wookiee , I just think that this will result in a majority of these races as jedi , rather than an even balance



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LeBob
Tue Jun 15, 2004 9:22 am
#8

This is mostly aesthetic, but I would really like to see more buildings with windows! I know windows are possible because there is one in the space station used in the tutorial and there is also one in some of the static cloning centers. A few places that would be nice for these to be placed are the following: any indented spaces on walls such as the player cantina, the floor of a PA hall and maybe medium and large houses, the ceiling of some buildings to let in some sun or moon light (could be toggleable). I do not think these would be difficult to implement since they are already in the game.


It would be nice to receive a response as to whether this is possible or not.

thanks



SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

aqu_muffins
Tue Jun 15, 2004 9:22 am
#9






ZelousShadow wrote:

I'd like to see some of the ancient technology IE clone wars armor, weapons, and equipment Implemented into the game via the junk venders and series of junk vendor quests that would yield 1 time use scematics (to keep it rare) and rare parts needed to craft the equipment, the Crafters would still have to make it, but the Combat classes would be primarily responsible for gathering the junk needed to progress in the quests.







/agree completely



I'd love to see some (more) Prequel related conent




_____________________


oooaquooo
_____________________
aqu of Lowca
Diorchas
Tue Jun 15, 2004 9:23 am
#10

Hey, TH. I know that these ideas require new art, so I'm well aware of how unlikely they are to be implemented any time soon, if ever. Still, it's fun to put on the wish list.


With my main character being a crafter, I find thatthose professions tendto be too static as far as gameplay goes. So why not introduce dynamic quests for crafting classes (like Epic quests in various other MMOs)?As a suggestion, let's say that you've mastered tailoring. As a master tailor you're pretty much resigned to either stocking your vendor, working commissions or some combination of both. What if Master Tailors who have maxed out their Clothing Assembly XP are given Class/Race-specific quests where the end result is a schematic (limited use?) for wear only by those Classes/Races? It wouldn't ruin game balance and would give crafters something to do beyond attaining their mastery. I've read that the development team is already talking about ways to add content for those who have already mastered their professions, so why not consider something like this for it?


I would also like to see a way of participating in the GCW without having to be a combat character. Admittedly, it's not the simplest of things to implement but there have to be ways.
JebMarin
Tue Jun 15, 2004 9:41 am
#11

Something else thats been an idea for a while is the possibility of 3rd tier skills, 1 of the things that bugs me about the game from time to time , is how 'samey' everything is, I understand the desire to create a no1 is more uber than another ideal, and not close out later joiners of the game from achieving equality, but i'd like to see more variety and some harder to achieve goals for the standard professions.


1 example that springs to mind is , 'Pistolsmith' an elite elite prof that springs from wsmith, giving more schematics and more experimentation in just pistols

(obviously you could have a variety of other wsmith expansions, swordsmith, riflesmith etc)


2 reduction in the power of some ofthe current combat profs could leave room for extending these, eg Sniper, an elite elite rifleman, 1 of the irritation that some professions suffer ( eg BH ) is the relative SP cost to their combat power, so spread the abilities of the 'standard' combat professions over the to the elite elite trees a little .. so a current master rifleman would be less powerful than they currently are .. but would have the oppurtunity of dedicating more skillpoints to become much more than they currently are, this would also help reduce this horrible profession stacking that results in 'unkillable' players ( yes fencer/pistoleer stackers, I mean u )


just would like to see, more room for growth for all professions, more variety, less SP inbalance between professions , more variety in crafted items, less profession stacking, no more CMS


done



M A V E R I X K A E L E L L / G I G A
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JebMarin
Tue Jun 15, 2004 9:43 am
#12


Something else thats been an idea for a while is the possibility of 3rd tier skills, 1 of the things that bugs me about the game from time to time , is how 'samey' everything is, I understand the desire to create a no1 is more uber than another ideal, and not close out later joiners of the game from achieving equality, but i'd like to see more variety and some harder to achieve goals for the standard professions.


1 example that springs to mind is , 'Pistolsmith' an elite elite prof that springs from wsmith, giving more schematics and more experimentation in just pistols

(obviously you could have a variety of other wsmith expansions, swordsmith, riflesmith etc)


2 reduction in the power of some ofthe current combat profs could leave room for extending these, eg Sniper, an elite elite rifleman, 1 of the irritation that some professions suffer ( eg BH ) is the relative SP cost to their combat power, so spread the abilities of the 'standard' combat professions over the to the elite elite trees a little .. so a current master rifleman would be less powerful than they currently are .. but would have the oppurtunity of dedicating more skillpoints to become much more than they currently are, this would also help reduce this horrible profession stacking that results in 'unkillable' players ( yes fencer/pistoleer stackers, I mean u )


just would like to see, more room for growth for all professions, more variety, less SP inbalance between professions , more variety in crafted items, less profession stacking, no more CMS


done



M A V E R I X K A E L E L L / G I G A
H O M E I S W H E R ET H E S U N F A L L S
MI S S I N G I N A C T I O N
Warryyr
Tue Jun 15, 2004 9:44 am
#13

Hi TH,


I would very much like Musicians to get a system message saying something like "You enhance playername's Focus and Willpower by 490" or something similar. As it stands, we can't tell how much we've buffed folks, or if our buff worked at all. If our customers saw this, too, they'd then know what we buffed. I get asked all the time why their mind didn't get buffed, and have to explain that dancers do mind, musicians do focus/willpower. Also, sometimes (whether purposefully or not) people will tell me that the buff didn't work and they want their money back. I feel like that shouldn't be a problem an elite profession should have to deal with. Also, the "You direct your performance towards %TT" needs to be fixed to show us who we direct our performance to.A player name would be nice. You answered this as the Dancer's question recently, just wanted to remind you.


Also (though this might be more of an effort), how abouta little white thing like Docs get when they're buffing people, but for entertainers? They could be blue, since we buff mind (and to differentiate from Docs buffing/healing). I'm talking about the symbol that falls onto Doc buff/heal recipients' heads. This would help entertainers by:


a) showing us, yes, the buff is in progress and working (would be wonderful to know that - and we'd know they're not listening/watchingbecause the blue thing isn't dropping on their head).


b) Informing cantina patrons that an entertainer is in fact actively and currently buffing. When i see those white symbols fall onto someone's head at a starport, I knowa Doctor is buffing, and promptly get in line for them. With entertainers, no one knows if we're buffing or just playing with lots of people around us just listening, or what the deal is. Cantinas become filled with spam of "ANY ENTERTAINERS BUFFING??!?!?!?!?!" because people just plain don't know if anyone is or not.


Thanks for reading my suggestions.


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