Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 5-3-04)

3D4D
Mon Apr 26, 2004 1:00 pm
#1

When I first started playing this game I was told that the game would cater to both casual gamers and power gamers.


If this is true, then why have the last major publishes all been power gamer oriented?


Every single new weapon and itemin the game is a rare loot drop schematic. This means that weapon smiths have to take time out of there schedule to craft a single use schematic item (most crafter hate this). Then you also get greedy players that sell the schematic / components / final product for millions of credits.


Tell me how a casual player is supposed to get any of these new weapons / items ?



My suggestion is have alternative ways that you can obtain new content for players that don't have the skills to last one minute in one of the new dungeons.


Perhaps have alternate quests simmilar to a theme park that players can do to recive the schematic or component.


In my opinion components like the AV-21 power supply should drop more often. What good is the schematic if you can't make the item. Not that this should apply to everynew item. Items like Mandilorian armor for example should be very rare.





/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
TranSabal
Mon Apr 26, 2004 1:01 pm
#2






StarchMonkey wrote:

I am a badge lover.


I think we should have a badge display revamp. Specifically I would like to see graphical badges. The game Jumpgate had a very good graphical badge system. I don't know if that game is even still running or not, but they even had a website you could go to and view peoples badges. I think this would be much better than the "...has seen blah blah blah" on our screens now. Basically just a little picture icon to represent the badge instead of the text. Also maybe we could add faction rank as a badge?


The second part I think should be a separate badge window when you examine someone. They could be organized into categories and all that kind of thing. Give badges, bio, and anything else their own page in the examine window.


Also for the non-badge lovers, an option to not display them would be in order I think also.







I love the idea of a graphic badge system. I was also thinking of the idea of being able to turn the badges off. I saw this guy in the starport being accused of being a Jedi because he had no profession badges. Come to find out, the accusation was correct.


On another note, and I'm sure this has been brought up before... we should have some way of disallowingothers from putting us on their friends lists.


Chianti
Mon Apr 26, 2004 1:13 pm
#3

TH:


A while ago you said SEAs would be fixed, after the friday feature mistake. There has been no communication since, and the second major publish since the friday feature error is arriving tomorrow. When can we expect all the issues with SEAs to be addressed? Multiple listed attributes still dont stick.

ArdenStarmariner
Mon Apr 26, 2004 1:14 pm
#4

Some Bounty Hunters are on rebel or neutral faction. If your gonna generate BH missions for rebels killing Imperial NPC's then you should also do the reverse. After all, some rebel sympathizers have deep pockets and bounty hunters are killers for hire. Most aren't too concerned about why the contract exist or what faction it is for or against, only that it exist and they get paid for fulfilling it. And those type of missions should show up on the Imperial and Rebel mission terminals instead of the BH mission terminals. The only player target BH missions that should show up on the normal BH mission terminals are those generated for neutral faction events. Such as doing something that gets Jabba the Hutt or some other crime lord ticked off.




Arden Starmariner - Master Jedi, Smugglers' Alliance Privateer Ace - Eclipse.
Nemok Starmariner - Elder Commando - Eclipse.
FalgornLightfoot
Mon Apr 26, 2004 1:21 pm
#5


As with a lot of players, seing only composite armour everywhere I go is really starting to get to me. Also having people run around with 80% base resist composite + buffs + synth stake is getting a bit out of hand. I have no problem people using doctors and chefs to get ahead in combat, I do is myself, but having reisistance to all damage types (except stun) of 80% without anynegative factor(buffs negate encumberance) is somewhat unrealistic.


If Armour is not going to be certified (AND IT REALLY SHOULD) I would like to suggest that those wearing full sets of composite armour, are limited to a walk?


perhaps not even full sets, take the main target area's : Head Torso legs.


If one of these main area's has composite (or heavy armour) then your movement is not fully limited, however, if more than one is (ie: composite chest plate and helm) suddenly, you are carrying to much weight torun, and perhaps can only run when at burst, (and even then, only at normal speed)


Maybe at master commando allow for running while wearingfull composite, and perhaps allow for high lvl rangers to do so too.


Maybe Master scout can run in it, except when going up hill?


there are plenty of possibility's andI think it would balance combat in the short term till the combat balance comes out (if..)


players will have to mix and match armour type so that they can suit there fighting style. riflemen will set up at the start of a fight in a set location, armour up, and hope they last the fight, commando's will last longer in the center of a melee. (note: if a commando, equips a non commando weapon, ie a vibro knuckler, this reverts him to slower pace again)


To stop players from "macro off = no armour" run... "macro on = armour" only allow for armour to be taken on/off outside of combat.


If a player is going to tank around in full composite, give them the movement restrictions of a tank.


Dont know if this is at all practicle, just a suggestion.



PS: Vehicle customistaion fades too quickly, and no ones uses em.. (not on my server anyways)



Falgorn Lightfoot --Master of Pistols-- --Master Jedi Slayer-- --Master Bounty Hunter--
ClollinLightningsun
Mon Apr 26, 2004 1:36 pm
#6

Thanks for answering the various questions Thunderheart!


Also, last week I posted my idea for a PvE and Dungeon difficulty rebalance. I also believe the resists, H/A/M, damage, etc. of numerous non-dungeon NPCs could possibly also be addressed (Butterflies still too strong for new players perhaps. Some small animals that couldn't possibly do much damage doing a lot. Large animals such as Spiders on Naboo,etc.being the same difficulty as some butterflies, nunas, etc.


So question:

Do you think we'll see any sort of PvE or at least Dungeon revamp any time soon, if ever? I know PvP is the large issue now, but I believe PvE is getting omitted. Thanks for your time!



-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
0smspiff0
Mon Apr 26, 2004 1:38 pm
#7

About the full stomach on clone thing... there are two types of food essentially... medic/entertianer type buffs and others.


For the medic type buffs it is inconsistent that the stomache stays full on clone where a doc can re-buf a person who just cloned. Now food lasts 40 minutes and doc bufs last 3 hours - so there is a big difference there... but the principle is the same.


I believe that the devs are concerned about the abuse of non-doc/entertainer type bufs - so why not let the brandy etc... bufs clear on death but not the other types. If the devs are concerened about the abuse of doc/entertianer type buffs then whey do they let the doc/entertianer ones be abused but no the chef ones?



No Sig for now... stay tuned
ClollinLightningsun
Mon Apr 26, 2004 1:41 pm
#8

Quote Falgorn Lightfoot:






As with a lot of players, seing only composite armour everywhere I go is really starting to get to me. Also having people run around with 80% base resist composite + buffs + synth stake is getting a bit out of hand. I have no problem people using doctors and chefs to get ahead in combat, I do is myself, but having reisistance to all damage types (except stun) of 80% without anynegative factor(buffs negate encumberance) is somewhat unrealistic.


If Armour is not going to be certified (AND IT REALLY SHOULD) I would like to suggest that those wearing full sets of composite armour, are limited to a walk?


perhaps not even full sets, take the main target area's : Head Torso legs.


If one of these main area's has composite (or heavy armour) then your movement is not fully limited, however, if more than one is (ie: composite chest plate and helm) suddenly, you are carrying to much weight torun, and perhaps can only run when at burst, (and even then, only at normal speed)


Maybe at master commando allow for running while wearingfull composite, and perhaps allow for high lvl rangers to do so too.


Maybe Master scout can run in it, except when going up hill?


there are plenty of possibility's andI think it would balance combat in the short term till the combat balance comes out (if..)


players will have to mix and match armour type so that they can suit there fighting style. riflemen will set up at the start of a fight in a set location, armour up, and hope they last the fight, commando's will last longer in the center of a melee. (note: if a commando, equips a non commando weapon, ie a vibro knuckler, this reverts him to slower pace again)


To stop players from "macro off = no armour" run... "macro on = armour" only allow for armour to be taken on/off outside of combat.


If a player is going to tank around in full composite, give them the movement restrictions of a tank.


Dont know if this is at all practicle, just a suggestion.





This seems like a great idea! onlywalk with armor unless u have certification!Therefore, it's not all certifications, but not everyone's wearing armor all the time.


This would work great with mandalorian and bounty hunter!





-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
LiquidVash
Mon Apr 26, 2004 1:48 pm
#9


Why can't we change our character's last name? I, for example, made a very bad choice that I regret, but starting all over would mean losing all of my money and skills that I learned so far. Since the last name of the characater is virtually meaningless as far as the game system is concenrned (only the first name is used to communicate and do everything else) this would be a good feature to have. Of course, it can be exploited by players if the change is immediate.

I suggest that certain NPCs (that probably will need to be made)with civic standing, like mayors and presidents,would be able to change your last name, but it would a) cost money, b) take time to go in effect, and c) you will not be able to change your name again for a certain amount of time (1month? 3months?). PCs who are leaders of towns (maybe guilds too?)should also have this ability.
Okele
Mon Apr 26, 2004 1:52 pm
#10

Here's my suggestion for the week:


Immersion and the GCW. Sometimes its the little things that can make a game fun or not. One thing I find a bit unimmersive is name tags. Yes, I understand the need to be able to say "oh hey theres whosawhatsit".



1. Remove all name,profession tags from Factioned players.


or


2. Remove all name,profession tags from Factioned players that are overt.


No offense here, but if Im chasing an overt player, there is no way I should still be able to see his/her nametag through walls.


Just a simple change can make a world of difference. Flame on



AFHyper
Mon Apr 26, 2004 2:00 pm
#11

Here is my idea to keep people from traveling all over creation and find nothing but empty vendors.



  • For vendors that have no items in them for sale: a cresent moon

  • For vendors that have items for sale: a sun

This is just implementing the same system that we have in place for cantinas and medical centers. Just taking it one step forward. Should be relatively easy to implement and would not cause any hardship for merchants having to keep resetting global advert on each of there vendors.


Just my idea, hope to see it in game soon


Sincerly


Amom


AudioOrgana
Mon Apr 26, 2004 2:09 pm
#12






RotorofCorRng wrote:

Hello,


Is the database ever going to be upgraded to allow the proper items per lot usage for Large Houses and GuildHalls? The current "nerf" was deemed "temporary" by Holocron when it was first introduced.


Gosh, I hope so. If the Oracle database is really the cause of this, time to throw out Oracle and find a database robust enough to handle the data SWG needs.


PA Halls are so silly at 250 items - 250 is just about enough to decorate the main floor of most PA halls, if that - leaving those expansive and interesting looking basements absolutely empty.


And forget about actually storing stuff for your guild, unless of course you exploit vendors, which the Dev team seems to be all but requiring us to do.


No one is asking for the moon - just to be able to decorate and get useful functionality out of these structures. Like many Kosterian-era promises (like DE's and high factional ranking players, among other groups, would see the only one pet out at a time modified, that DE's would see a reduction in their reliance on another profession, or they would increase other professions reliance, just for two quick examples) the Dev team has simply not followed through.


For many people, decorating and maintaining a home is a large part of the game. It doesn't matter how creative you are, 250 items is not enough to decorate hundreds of square meters. You gave us these beautiful buildings, now let us fill them.


Can you please clarify the structures wipe with a "deleted" character? I.e. If an account is cancelled and/or expiredwithout the character being deleted prior, do the structures remain?


I can answer this one : if you delete your character, your building goes poof the next server reset (or sooner). If you just cancel your account (and don't delete the charachter), your building remains until they do a cancelled player wipe - which has yet to happen.


Thank you for your time and interest on this matter.



I hope it gets some attention too - it's really getting rediculous at this point, especially since as you pointed out this was supposed to be temporary in the first place. This is a huge concern for many players, and one that really puts a damper on the game.


AO








AudioOrgana
Mon Apr 26, 2004 2:15 pm
#13






Chianti wrote:

TH:


A while ago you said SEAs would be fixed, after the friday feature mistake. There has been no communication since, and the second major publish since the friday feature error is arriving tomorrow. When can we expect all the issues with SEAs to be addressed? Multiple listed attributes still dont stick.








That's only one of the many problems with SEAs.


About half of the ones that currently drop have no use in the game - literally. They are for skills that were taken out in BETA, you know, a year ago...


It seems as if SEA's are a low priority for the Dev team, which is ironic - it seems to be a top concern over serious players.


My merchant deals in them, and I can't tell you how many bugs there are - from SEA's poofing when used to the not-in-game-skills- yet like many things it is ignored (the email bug - how hard can it be to stop 10new mail windows from showing up every time I click the button ONCE?) in favor of "sexy" additions.


I've said it before, will say it again (as have many) : STOP NEW CONTENT for a publish, and FIX BUGS.


Whenlittle bugs are still around ten months into live play, you have to question the priorities of those thatschedule them to be fixed.


AO

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