Development Cycle Archive

Thread: Publish 6 release date...

JustG
Thu Feb 05, 2004 10:14 am
#1

...as part of the effort to increase communication with the players, we are going to go on record and tell you when Publish 6 will be released.


Publish 6 will go Live next Thursday, February 12th, 2004.


Let the Imperial Crackdown begin!


Thanks,


- g
blcoan
Thu Feb 05, 2004 10:15 am
#2

Woo hoo. Thank you.



Capt. Belthil Narya, MD
Elder Riflewoman, Elder Combat Medic, Rebel Pilot 4333
Phalanx Shipyards - Naboo 7345, 5476 (Bloodfin)


Combat Medic: Ut Alius May Ago - That Others May Live
MasterBen
Thu Feb 05, 2004 10:15 am
#3

thanks
iamNcommand
Thu Feb 05, 2004 10:15 am
#4

thank you




Playoff and iamNcommand
"If at first you dont succeed, destroy all evidence that you ever tried."





RabidEwok2
Thu Feb 05, 2004 10:16 am
#5

Thanks for the info even though I must admit I was hoping for it to be sooner :-).




ZEER
Sith Lord | Hatched May 2004

trevfreud
Thu Feb 05, 2004 10:16 am
#6

/sigh was hoping for this weekend but thansk for the info either way
KetsTK
Thu Feb 05, 2004 10:17 am
#7

about **edit** time you told us. Trickle out monday through wednesday so we can wait another week. Lovely
Darkatem
Thu Feb 05, 2004 10:17 am
#8

So does this mean that you are skipping one month? In other words, will you be lagging one month behind your "monthly" schedule?
GnomeAd
Thu Feb 05, 2004 10:18 am
#9

Excellent. Thank you.
snazzykanaz
Thu Feb 05, 2004 10:21 am
#10

Yes I must also ask: will the late release of this publish likely offset the release of future publishes? Should we expect to see publish 7 float into March?



-----------------
Puppy Teapot
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Ja-van
Thu Feb 05, 2004 10:22 am
#11

Thank you very much for letting us have this information. It does mean a great deal not being in the dark especailly if your a chef.


Denoby Master Chef
apulieus
Thu Feb 05, 2004 10:23 am
#12

Thank you as a crafter(chef). It's important for me to know the exact date of update due to manufacturing changes.


I'd rather it be a few days after it's done than go sooner without notice.
electricnomad
Thu Feb 05, 2004 10:23 am
#13

JustG, you MUST overhaul the crackdown or it will kill Smugglers.


Let me make this clear for everyone:



  • Imperial Crackdown = scans for contraband
  • Avoiding contraband scans = smuggling

Part of the ImperialCrackdownregulates characters' abilities to smuggle, plain and simple. It's not a complicated system, and it's far from final, but this is smuggling, as primitive as it may be.



Too many people are looking at this as if everyone in the game is entitled to operate in the underworld like a Smuggler.


Point blank:


Imperials should receive no bonuses unless they spend skillpoints and invest in the criminal underworld. Our invested skillpoints are our de facto Criminal Faction.



Ever since I heard about the Imperial Crackdown, I've started thinking of spicing and slicing as a special type of personal buff that can be traded on a limited basis. It's like this:


Smugglers get to buff their own offensive and defensive power (weapons, armor, stats).Something unique to Smugglers is that the special buffs expose you to potential penalties, including FP loss, fines, or TEFs. In addition, these buffs, moderately dangerous when used personally, can be transferred to others - though non-Smugglers assume a higher risk than Smugglers.


But that's the interesting part - users need to consider risk versus reward, especially people with no way to shield the illegal buffs from being detected. Is it worth it? Hey, that's up to the customer.


But here's the problem:


The community got addicted to the riskless buffs of slicing and spice.


Now that the Devs have ended the amnesty on contraband, non-Smugglers want to continue using the buffs they've become accustomed to enjoying, and they see anything less than the status quo as a nerf.


And that is absolutely absurd. Do non-Doctors seriously complain that they can't buff themselves? Do Carabineers lament their lack of a PowerBoost skill? Do non-Artisans demand the ability to craft 33% damage powerups?


No they don't. Because it's not considered grief, it's considered in terms of "they invested skillpoints in a profession, andthey get that as an ability."


And soI have come to think ofspice and slicing. These are special Smuggler abilities, useful as personal buffs for shady folks like us. The complicated and interestingpart isthat theycan be transferred tonon-Smugglers on a limited basis- the catch being that they are MUCH more dangerous for non-Smugglers to use.


Now, would people rather have a risky option to increase their power, or no option at all to access that power? I'm inclined to believe that they'd rather have a choice.


The problem for much of the community is that seven months of universal, risk-freeuse by everyone has made people feel entitled to these special powers rather thanprivileged to have access to them.


And so we have many people in the community clamoring that stripping them of "their" buffs is now GRIEF - when in fact they were using Smuggler-specific skills on borrowed time, and with no consequences, until now. Now that reality has finally sunk in and these items are finally turning into the contraband they were always supposed to be, people are crying foul. They've gotten used to them and don't want to lose them. They feel like it's a subtraction from their game when it was really an unfair and unbalancedaddition. And regardless, they still have the choice to use the buffs - but with strings attached this time.


Outlawing spice and slices on a universal basis is the furthest thing from grief. This patch should have been a rebalance that solidified the unique role of the Smuggler, and should have added some excitement and unpredictability both to Smugglers and to everyone else who chose to live an outlaw life.


Well now there's absolutely no unpredicability. Imperials avoid with 100% certainty the dangers associated with what should be universally risky buffs, and the unique flavor of the Smuggler profession has been stolen to give Imperials something to play with.


There is no justification for giving Imperials the core value of a Smuggler.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

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