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Thread: A 508 day vet breaks the silence to offer some suggestions!
Puck_Starfire wrote:
All good cept the skill points. It will NEVER happen. There are crafters in the game, and there are fighters. You can't be both. If they allowed this then it would greatly upset the game. You can't be everything and therefore self-reliant. You said you're in law school. Are you also a martial arts master, Army Ranger, doctor, and blacksmith? No? Same thing here. Keep it separate. No one is meant to be completely self-reliant. And most of us with more than one account have them because our guild or city needs a certain profession, not because we want to be self-reliant.
This is definately a tough topic and I think you could arguee either way. I am a master Doc and master TKA. Now that they nerfed the credit earning in solo groups it would be nice to dabble in a craft skill as a hobbie to make some xtra cash. I can't speak for all servers but the economy on Ahazi is whacked. I have 2.5mil credits and i am poor compared to most people I know who have 10mil plus all of the time. (sorry, I know I don't spell good)
Message Edited by amiller44 on 12-21-2004 01:34 PM
Message Edited by 5noopy on 12-21-200412:42 PM
Message Edited by 5noopy on 12-21-2004 12:42 PM
I for one don't see a thingwrong with that. If you want to be a successful big time crafter than you have to go all out for it, same with combat. Otherwise everyone can be self sufficient and limit the already limited interaction. You can't be everything you want, that's life trade offs.
Message Edited by jphillips1868 on 12-21-2004 04:27 PM
Message Edited by 5noopy on 12-21-2004 01:26 PM
5noopy wrote:Hello SWG Fans!I've sort of compiled a list of things that I see that need improved. I'm a 500+day vet, and i've been on Corbantis with for over a year. I started in beta 3, so i've seen it all. I'd like to ask, if you agree with anything i say, or wish to add to it, please do so. I see a lot of potential, and a lot of it left unrealized in SWG.Topic # 1 Guild Tools------------------------------Right now my guild, like yours, probably has about 50% of its members dormant, inactive, etc...But we have no idea who has been dormant for how long. Please allow city admins, or everyone, to see how long it has been since each player last logged on. This will allow city admins to know the actual state of their guild.And futher, please consider using this as a basis for allowing a city admin to move, remove, or otherwise free up city lots. I've been urban planner for New Mandalore on Naboo (corbantis) for about 7 months or so, and it is infinitely frustrating to see some dormant player's house eating up real estate and otherwise screwing up the works. I understand there should be some safeguards... warnings etc.I'd also like to see some kind of Guild Alliance System, where, guilds may merge, either permanently or temporarily, and generally I'dd like to see as much developer-based encouagement of guild interaction. Perhaps certain bonuses where allied guilds across planets could travel directly to one another, stuff like that. Right now each guild seems very insular. Also, i'd like to see tools where guilds could merge, maybe even splinter off, just to think of them along corporate lines...Topic # 2 Skill Points-----------------------------I've been lobbying for this since day one: Separate skill pools for Combat and Crafting. I'm in law school, I take out about 25,000 dollars in debt yearly, and after I'm done i'll be paying it off. I cannot and will not EVER buy a second character; I do not have the time, I do not have the money. And because of this I am left to BEG for a rational look at revamping skill points. Its as simple as this: I cannot run a successful shipwright business and still compete with others in PvP, or even come close to being able to run the DWB, or the Corvette. Just for example here is what my skill tree looks like, and what i'd like to have ideally:What i have: TKM, Master Shipwright, Merchant 4004, Artisan 4043, Brawler 4030.I'd like to have all the same, give or take, plus the ability to master one type of ranged weapon.Now, Instead of just lumping another 50 stat points in everyone's pool, (which would further increase the gap between the hybrids and the pure combats, and by extension, the haves and the have-nots) why not split the two types of skills into two pools, combat and non-combat. take artisan, medic, and entertainer + the elite skills and lump them up. then take combat, scouting and group them. This will result in everyone being equally capable of providing a support role and a combat role, instead of the current situation where to truly be successful on both fronts one must have two characters, which i find counterproductive to fun and fair gameplay. It essentially amounts to an economic gap transferred from real life to virtual life that is just ridiculously unnecessary and shameful. /guilt-trip-overTopic # 3 Combat------------------------This is going to be my least successful argument, I am sure... but here goes. Please change combat completely. Why does a rifleman NEVER see through a scope? There is one, but its never used. Combat is so artificial in SWG its amazing. I remember one of the developers (haden blackman?) right around beta 4 described the combat as counter-stikesque. I've played CS and CS:source since 1999, and you sir, have not made anything remotely close to CS. Now, I understand and agree with the argument that fast-twitch is not the style this game is going for, but that said, realism, and some amount of fast twitch will trump a 20 minute hackfest any day of the week.For example, I should be able to take a tuskan rifle out, sight it up, and headshot a nuna with one shot, having approximately no skill whatsoever, period. Radical isn't it? firearm + humanoid = dead varmint. Simple, realistic, fun. Go for realism and make for a good experience or go make a sandwich during group hunts like i do... Seems to me the only way to get ahead in this game is to be an amature programmer and master the art of the macro which is not gonna have widespread appeal, and definitely not going to be combat ala Counter-Strike.Topic # 4 Non Player Cities--------------------------------------These places are mostly ghost towns, please consider renting out, awarding, or otherwise making use of the buildings in these cities. Perhaps Dojos and Sparing clubs with no wounds, no DB's on premises, and bonus experience.. Shooting ranges, Special crafting occasions, guild recruitment offices, anything to make Keren look like a "bustling commerce hub" and not tombstone after a goldrush.Snoopy Nanorunner, Captain ; Captain, Rebel AllianceProud Mandalorian, Citizen of Naboo, Resident of New Mandalorep.s. Way to nerf my RSF pilot friends by disallowing them from attacking imperial ships. Now no one in my guild can help me with my rebel missions. Way to stick to a moderately unimportant sub-storyline at the sake of cooperative space combat. That said, you got the vast majority of JTL spot-on. Keep up the hard work.Message Edited by 5noopy on 12-21-200412:42 PM
Message Edited by 5noopy on 12-21-2004 12:42 PM
whats to jump to lightspeedie about this? lol... surely this is core systems forum material.