Image Designer Archive

Thread: ID Top Ten Concerns Runesabre Answers Inside :)

Monthigos
Wed May 12, 2004 4:18 pm
#118






Sundown6 wrote:

Why not place the timer on XP gain rather than placing the timer on the action and service of Image Designing itself? Some of these timers really prevent the Image Designer from servicing their clients in a timely manner, for no apparent reason, frustrating both the Image Designer and her client.





This guy knows what he's talking about. If you're going to slow down ID progression I would rather do something else in the meantime, not stare at the ID terminal. Right now I think ID just became the most boring profession to level ever.



-----------------=[ m o n t h i g o s ]=-----------------
0smspiff0
Wed May 12, 2004 4:19 pm
#119

"That's 128 hours, non-stop. If you figure 3 hours a day, 5 days a week, plus 5 hours a day on the 6 and 7th... that's over 5 weeks...

[deleted]


In other words, this action has just capped ID. If ya ain't an ID now, you ain't gonna be."


I was one of the first Master Bounty Hunters on my server - it took me 3 straight weeks just to do the last box of investigation - 21 days for one box. Don't understimate what players will do if determined.


On the other hand it is rather long especially for what you get (the 2 hours you could do it in before was WAY to short - but 5 weeks is equally long). For the most part mastering any given profession should take about the same time as any other one (things like Doctor, Combat Medic, Bounty Hunter, etc...) who have full profession prereqs obviously should take longer.




No Sig for now... stay tuned
RamhornSWG
Wed May 12, 2004 4:39 pm
#120

This is more of a general player concern:



With the changes to the xp system required to master the image Desginer profession this effectively caps the numbers.



If no Master Image Designers are inside the tent, how does a player go about migrating their stats?



I understand the new hairstyles and floating cats....well not really the cats...but anyways...stat migration come on !



Its bad enough an average player needs to do the following:


Wait 10 mins for a ship, stand in line for 10 mins to get buffs, spend 2-3 hours a week obtaining :


Food, Armor, Weapons, BE Clothes, Powerups, Spice, after spending 1 hour visiting 45 empty vendors on 4 planets,


Watch a dancer for 5 mins, and now spend a few hours looking for a Master Image Designer?


/rant off
Strikke
Wed May 12, 2004 4:57 pm
#121






SWG-Runesabre wrote:





Stat Migration was given soley as a function of the Image Designer for much the same reasons as I gave to answer #5; to ensure the goal of the new changes are met and not circumvented from the start by players simply migrating their own stats to avoid having to interact with another player.





I understand and applaude your ends (ie, make ID a useful profession that fosters player interaction), RS, I just disagree with themeans you have chosen to reach them (ie, empty, forced player interaction).


You said earlier something to the effect that in your 6 years of MMO experience, you've found that the longest lasting players stayed because of the friendships they built and I can understand that. I doubt, however, that they developed those friendships because they were forced by the devs to sit aroundfor 10 minutes with another player who, given the opinions expressed by many of the IDs here in the forums, has just as little desire to be there as they do themselves. More likely, they developed the friendships through shared experiences that they enjoyed: fighting together, discovering something together, whatever together. Even if they developed the friendship because they both liked sitting around IDing each other it would have been because it was their CHOICE and they had a shared interest, not because they were forced to.


SWG needs to kick up the fun and tone down the psycho-social experiments ininterpersonal interaction.


In summary, you can lead a player needing stat migration to the Image Designer Tent, but you can't make her/him want to be there or develop a relationship with the ID.





Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

DarthHossith
Wed May 12, 2004 5:19 pm
#122

Another two cents... I beleive that the stat migration requirement will basicly generate some business for the IDs but I practicly Garantee that folks will not be migrating their stats ofter if at all. The IDs will have a rush at the beginning and then it will slack off, and then folks will just leave the stats as they are, instead of forking over the credits for such a privelege




Hosoke Enaitol - Eclipse
Carbineer - No matter what the NGE says
Commander:Nightfall Leigon, protectors of HyperDrive Radio

Matsubaa
Wed May 12, 2004 5:37 pm
#123






Aucob wrote:





AudioOrgana wrote:





SWG-Runesabre wrote:

We knew we needed to limit how often Stats could be migrated because we didn't want people changing their stats instantly whenever and whereever they wanted.





And this is the key that you guys have seemed to ignore - it already took DAYS to do a major stat change in the old system.


It was far from instant, and now instead of days it takes 10 minutes.


I have to say that the elimination of the old system just to give ID's something "essential" to do is one of the most disapointing decisions I've seen yet in SWG.


As hundreds of people have said, if you wanted to give ID's EXTRA benefits, that is great - but to totally eliminate personal stat migration (hell, as we've said, make it take even LONGER than it does now) is a huge mistake.


Why ruin what was one of the most dynamic, realistic systems in the game?


AO







I usually agree with your posts, Audio, but your stance on this has me confused. If you are against this change purely on principle (an ability every player has should never, ever be removed), I can understand it. It's a little unrealistic given the nature of the game, but I would understand your position.


But if we get past the principle and look at the reality of the change, look at what you just said. It used to take days, now it takes 10 minutes. Isn't that a good thing? You do go to the major cities once in a while, right? You stop by the ID tent, chat for 10 minutes (granted that can and hopefully will be reduced a tad), and you are done! Isn't that better of than waiting for days? Heck, I go to Theed or Coronet every day to get buffed. Sometimes both! Waiting in line for the buff in Coronet can easily take 10 minutes, not to mention the wait for the shuttle after.


Do you truly believe that an ID will be that hard to find? If that is so, go to the ID forum and write down the names of some of the IDs on your server. Make them your friends and start the tells! You've got to get a hit before the 2 days it would have taken you to migrate the old way.


I can't believe you are this set against player interaction. I'm also puzzled why you would call a couple of clicks and waiting for days "dynamic" and "realistic".


One last question for you, since you have made me really really curious. About how often do you migrate your stats???








What was realistic about this system was that to change your characters physiological attributes took days of work instead of 10 minutes worth of push-ups.


Now instead of having a choicewhether we buy a home gym or go to a professional trainer for better and/or faster results we are *forced* to go to a personal trainer for the same results the home gym would have given us before.


A forced perk is no perk at all. If we had been given an incentive to go to Image Designers, i.e. 10 minute stat migration, and left the ability to do slow migration on our own it would have been fine for all concerned. Image Designers would receive a perk and the rest of the world would have been given something new and useful for which they can pay out credits.




Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Matsubaa
Wed May 12, 2004 5:45 pm
#124






AudioOrgana wrote:




I can be very social in and out of SWG on my own, without being forced to do so, but I can't play a massive, persistentonline game in the Star Wars universe without SWG. Personally I am looking for SOE to fill the latter role - I think players already have the former under control.


I am sure just as many people have quit out of frustration at being at the mercy of another player's whims (between CTD, LD, different time zones,different real world enviornments - kids, etc.) every time they play the game than we simply "bored" because they didn't talk to anyone.


I really hope you take this in the spirit in which it was written - I honestly think you guys forget about players who play for these reasons sometimes, and aren't just here for virtual chit-chat. That can be nice and all, when you feel like it - but for it to be the driving force of the game is just going to drive people away.


AO







Why is the fact that SWG is an online game a perk? Only because of player interaction. You aren't playing in the Star Wars Universe unless you are actually interacting with other people. You're buying your equipment from people, you're being shot at by people, you're running missions for people, you're being paid by people and you're hanging out with people.


If you want to be the only sentient being in the SWG universe you can go play KOTOR or Jedi Academy. Were you ever on when the servers were dumping players into the Twilight Zone? All the other players are frozen in mid-motion. NPCs interact normally, the world behaves the way you would expect it to except that you are utterly and completely alone. No guildchat, no tells, no spatial, nothing player generate whatsoever. It was unpleasant, creepy and boring as hell.


SWG wouldn't be playable without other people. It's just an incredibly ill conceived notion of what makes this game what it is that lets anyone think otherwise.



Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
MissileToad
Wed May 12, 2004 6:01 pm
#125

I know it's been beaten to death here, but I have to add another sentiment as well...


These delay times on ID are freakin' insane. The idea of a delay is well and good I believe, but they are incredibly too long. I am currently working on Master Entertainer, and to just change a character's eye color takes 5 minutes. 5 minutes! That's 20 seconds of using the UI to recolor the eyes, and 4 minutes 40 seconds of sitting around waiting for the 'accept' button to work. Rediculous. It's like turning ID into a brand new "shuttle wait" mini game in which you mandatorily sit around and do nothing to progress. Fun fun fun. Please cut these delay times in half at least.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

AudioOrgana
Wed May 12, 2004 6:44 pm
#126










Matsubaa wrote:



If you want to be the only sentient being in the SWG universe you can go play KOTOR or Jedi Academy.





No one ever made any such claim. I would never suggest that people NEVER interact - simply the level and the motovations.


I think your reference to those other two games misses two key elements : persistence and dynamic content.


Neither of those games offer those features. They are not "persistent", as in when your XBOX is off the world doesn't exist - you can't add to it, or experience the fruits of others adding to it. And they are not constantly updated - I bet if you could subscribe to KOTR and get new levels every month people would pay for that too. But it doesn't work that way.


These are two essential elements that when added to the "Star Wars" concept are the reason I think you will find a lot of people are here. If it were purely for social reasons, most of us would use the other free services that are available (or a game that is entirely focused on socialization, like TSO). There is room for EVERYONE in SWG, and no one is downing interaction - just when it's forced it seems the opposite of genuine, which would be the goal if you truly believe that people will stay here for the social aspect above all else.


I'm much more apt to make friends with someone and be social if I feel it's genuine and authentic, not so much if it's "forced". By it's very design SWG is the most interdependent game ever - virtually every useful item is constructed by players for players. This type of content is dynamic and exciting and the reason many people love SWG, just because of the business mini-game which is absoultely fascinating.


It's not about not interacting or being anti-social, but being faithful to the original concept of social - it loses all benefit if it's forced in such a heavy-handed manner. It ceases to be "social" when it's absolutely forced as in this case. If that is the reason for this change (to force us to be social with ID's), I just don't think it's necessary to achieve the goal and only serves to eliminate a part of the game that I think could co-exist beautifully with these new features.


Today, I visited my local ID, and much to my surprise I really took to a couple of the new styles and colors. I was very happy with that aspect.


And I would be happy to vist an ID any time I need an instant fix for my stats.


I just don't think forcing this change in this manner (as I explained in detail above) just to make the need for interaction iron-clad is the way to go.


Finally, again, the after-effects of this change are more detremental not because of the player interaction (that is a much larger issue), but the loss of the stat migration mini-game. As I said above, I think they did a great job of giving ID some new toys and a really useful ability in instant stat migration. I honestly think that is enough to make people want to go to an ID and makes ID useful - but totally taking away the player ability to migrate stats (as suggested heavily by players, even make it take LONGER) is just not necessary.


AO
FuschiaD
Wed May 12, 2004 7:43 pm
#127

The issue with xp gain can be solved very, very easily.



GET RID OF THE TIMER.


That's really all it will take. With the /imagedesignSetValue command taken out of the game, players will have to use the interface to gain experience, and they'll have to actually make changes to the person. This means no more macro'd ID's in less than an hour. The timer PLUS those changes are complete overkill. Really. Really. I swear. Please, please listen to me on this. The first time I ground out ID I didn't use a macro, and it took me about a week, which is reasonable and in line with other professions. If you ditch the timer, you revert ID xp gain to what it was pre-macro, and THAT was reasonable. Doesn't anyone else remember this?





~*~ F U S C H I A D A R K W A L K E R ~*~
Yes, I'm a respec Jedi. Get over it.
~*~ A V A D I H A L O N A - S O E P ~*~
Entertainer For Life - COMPNOR Eye Candy

"You don't really rank around here unless you've been flamed by Oben, trolled by Mono, set straight by Geen, got caught in a love triangle between Cherry and Anoq, had your house decorated by Kipera, hugged by Esin, fondled by Fuschia, had IG respond with something inane and nonsensical, or at the very least been (a.) asked "can I have your stuff" or (b.) been accused of being a Todd by any number of random Tarquinian posters." --TalonKarrdeTN/Tyndaleon


Kwee
Wed May 12, 2004 8:12 pm
#128

The lack of macroing ability and the need to make at least one change to get exp will definitely slow everything down a good bit on its own. The timershave the side effect ofpunishing ID'ers from our point of view




Kwee Glitterwing of Starsider
Ex Image Designer Correspondent ~ Elder Tailor
& Kwee-kwee ~ Master Image Designer
Gamer Girl Columnist ~ swg.warcry.com
Ivory & Topaz of TC ~ Elder Dancers, IDs, Musicians

RohmEnari
Wed May 12, 2004 9:23 pm
#129






SWG-Runesabre wrote:

That concludes today's Q&A session. I have enjoyed my time today in the Image Designer forum and hope you have found the answers I've given informative and helpful.


You should all be proud of your correspondent. Kwee works very hard for you all and has been a wonderful Correspondent to work with and help out with the Image Designer changes.


Nice work, Kwee, your efforts are greatly appreciated!







Rune, let me just say this......YOU DA MAN!!!


That was some great feedback and I agree with everything you said. Keep up the great work bro.





Your friendly neighborhood Ranger,


Reyune


Ectopic
Wed May 12, 2004 9:51 pm
#130






SunCrusherTx wrote:




Barb-Wire wrote:



if you grind out image designer its going to take like 12 days of nonstop clicking to do ID from begineing to end with the timers in place. did anyone at SOE do the raw math of how long a grind this is going to be. most players only grind an hour or so maybe less at a profession. for a casual gamer it is going to literally take a year of real time to grind out ID heh. if the timers stay as is no one is going to want to take up ID.





First and foremost I'm in no way saying that I think that there should be a 2-5 minute delay between ID changes. But to Runesabre's and SOE's point, as they redo a lot of these professions, they're going to 'fix' (nerf) them so we are no longer able to master them in a day. The idea is to take a month or more to Master any profession. To play the game and progress through the trees and learn what each box that you gain does for you.


I played everyday for months before Mastering Doctor. I healed people as they came into the med center. Begged people to come get healed so I could get my xp. Once I got M.D. I felt a real sense of accomplishment.


I just ground out ID this weekend. It took me 3 hours. This is completely ridiculous with no sense of accomplishment. Did I plan to keep it? No. Do I plan to ever get it back? I didnt accomplish anything by Mastering ID besides getting the Badge. But I can tell you that I take pride in working my tail off to get Master Doc.


With the end of the hologrind in sight, there will be no need foranyone to master a profession that quickly. We'll be back to playing the game that we're paying to play. Not just grinding thru professions to say we did them.


Barb-Wire, I understand your point, but the DEVs are changing the game toreflect the way that they want it to be played.




very well said!



DE first...DE still



E C T O P I C | Enlightentainment

You can grind 'skill boxes,' but you can't grind a profession.
Page 10 of 15