Pistoleer Archive

Thread: An idea on missing improved and advanced CU moves.

BadgerSmaker
Fri Apr 08, 2005 3:47 am
#1

At Master Pistoleer, we get the following moves:


Advanced Firearm Strike

Advanced Quick Draw

Advanced Stopping Shot


Improved Body Shot

Improved Burst Shot

Improved Disarming Shot

Improved Fan Shot


Intimidate Shot


Why not have a system that allows masters of elite professions to "unlock" Advanced and Improved versions of their moves.


For instance, you can turn in and bank pistol xp to a Pistoleer trainer the same as with Paemos in the village and after amassing a certain amount , you can choose to unlock, for instance, Advanced Disarming Shot, Advanced Fan Shot or Improved Intimidate Shot... or even completely new moves all together.


It would give players that are not intersted in jedi something to work towards. This would, of course apply to all elite professions (and maybe basic ones too).



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KaiRan
Fri Apr 08, 2005 11:55 am
#2

You know... that's really not a bad endgame concept.


Though, in practice, the mechanic would likely need to involve boxes and trees similar to FS...



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BadgerSmaker
Fri Apr 08, 2005 1:03 pm
#3

Well, how else can you make it "hard" to attain... I know I'm not being particularly imaginative here, just stealing ideas that are already in place, but you dont want to make it too easy.


And there is nothing wrong with a "grind" as far as I see, I'm almost up to Jedi Initiate mainly through play alone, no grinding done.


In fact, perhaps you could gate it further so that you can only turn in one lot of xp in a certain time frame. That way you deter players that just grind their way through something.


Throw in some quests, events and some story and you have yourself a rather rifty endgame.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Nifty
Sat Apr 09, 2005 12:20 am
#4

Actually, it'd be nice if the "end game" didn't have a grind associated with it. Can't a game come up with something more than "oh, grind out a few more levels."


example was the theater quest for musicians/dancers. It was actually pretty cool until I got the new song deed and then needed 450,000 music XP to learn the song. "great, time to break out the AFK macro again..."


Point is, why does every reward have to be XP based? Why does the "end game" considered to be the end of your XP grind? The original premise of SWG was the "game" doesn't truly begin until you are a master. Then the game is supposed to truly open up for you. I guess they realized they can't deliver new content (quests, story arcs, etc) as fast as they thought they could...



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
atat9619
Wed Jun 08, 2005 7:04 pm
#5

Best idea



^4Battlefield SF>SWG
CaixCatab
Wed Jun 08, 2005 11:06 pm
#6






KaiRan wrote:

You know... that's really not a bad endgame concept.


Though, in practice, the mechanic would likely need to involve boxes and trees similar to FS...





Agree. To avoid forcing people to have these moves in PvP *glares at the glowstick wielders* they can't be free in terms of skill points. Personally, I don't mind a large exp cost because eventually, you will accure it. It's harder post-CU, as many different places that used to give *some* exp now give nada to lvl 80 characters, but it's definitely possible without dedicated grinding.



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Nifty
Thu Jun 09, 2005 6:25 am
#7


XP grind != hard


XP grind = time consuming


hard = instanced questareas that must be done solo. The difficulty of the mission can be ramped up to where it will take every bit of player skill on top of your character skills to win, as well as maybe a little luck involved.


Which is more fun? Grinding 450,000 xp against mission mobs you can solo in your sleep, or multiple quests where when you finish each one you say "holy crap, that was TOUGH!" ???





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
CaixCatab
Thu Jun 09, 2005 10:41 am
#8






Nifty wrote:


Which is more fun? Grinding 450,000 xp against mission mobs you can solo in your sleep, or multiple quests where when you finish each one you say "holy crap, that was TOUGH!" ???








Which is easier to code and thus more likely to be included into the actual game in the forseeable future?



-This message was deviously brought to you by:
Caix Catab S Darok Catab _ Hoti Catab
[Avenger] [Dead-Eye] [Businessman]
[INCAP]
"All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near."
Catab Trading and Clothing
2565 -4844 outside Mos Eisley Tatooine



BadgerSmaker
Thu Jun 09, 2005 10:44 am
#9






CaixCatab wrote:





Nifty wrote:


Which is more fun? Grinding 450,000 xp against mission mobs you can solo in your sleep, or multiple quests where when you finish each one you say "holy crap, that was TOUGH!" ???








Which is easier to code and thus more likely to be included into the actual game in the forseeable future?





Thats what I was thinking, but it's a bit short sighted of me. I'd like to hear all ideas anyone has.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Nifty
Thu Jun 09, 2005 1:17 pm
#10






CaixCatab wrote:





Nifty wrote:


Which is more fun? Grinding 450,000 xp against mission mobs you can solo in your sleep, or multiple quests where when you finish each one you say "holy crap, that was TOUGH!" ???








Which is easier to code and thus more likely to be included into the actual game in the forseeable future?





You're absolutely correct. I withdraw my idea because it's too complicated.






Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
BeWary
Thu Jun 09, 2005 3:29 pm
#11

The problem is if you just put "better versions" of our exsisting moves "up there" then, PvP wise, it's a race to the top. Each proff would naturally want a similar system in place so now you have everyone grinding out these new skill boxesand after they are donewe are all exactly back where we started, but with a new underclass of players who haven't begun the "end game" content.


The current system of "diminished returns" was put in to stop exactly this.


If you want to introduce new functionality with these new moves then you would have to look at other skill trees. Are we stealing from them? Isn't this "their" role?Then there is the whole issue of re-balancing the introduced moves or defining new roles for the "end game" players.


A series of quests that unlocked at master, with balanced item rewards would be enough I think. A PuP that you could put on an ADK weapon for perma PuP stats isn't unbalancing, it's just a convenience. Perhaps an items that halves decay on any piece of recon armor it's used on. No affect to damage absorbsion/protection but half decay rate for longer life. Have these items bio link to the person who earned them to prevent trading/selling and we're golden.


Now, who wants to shell out for the year of programmer time it'll take to even start something like this? lol.





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SomeUser
Thu Jun 09, 2005 4:26 pm
#12



Another possibility based on BadgerSmaker's idea is to only have the ability to unlock one improved Elite Master special from a list of several possibilities... It would be nice if it was implemented so that unlocking such a Special Move would be based on 3 things:


1. Pistol EXP


2. Quests


3. A time cap of either a few weeks or a month or so.




I dont know if implementing such a thing would be plausible but by adding Pistol EXP you are progressing down the logical path of "earning" your improved special via practice with your weapon, questing for the knowledge, and some sort of a time cap to prevent AFK grinders from just turing the new Special Move into another grind /afk feast....




Also, since you could only choice one special from a list of several it would promote variety and uniqueness VS just a new "endgame".



**Edit**


It would be nice if such specials were powerful enough so that several Master Elite Professions with the "right" tactics would possess the power to counter the ever increasing Jedi population... While a single Master Jedi should always be more powerful then any single non-jedi, a group of Master Elite Professions can and should be able to take down high level Jedi without having to amass huge numbers (I would say 5 Master Elites with high level specials obtained via Improved Master Elite abilities should be able to take down any single player).

Message Edited by SomeUser on 06-09-2005 06:32 PM





Vezek


Short_Timer
Fri Jun 10, 2005 3:24 am
#13

I like this thread...........


I've always been a firm believer in profession specific quests and/or content, but the idea of a stage beyond Master has a lot of merit, however there would need to be some strict caveats in order to prevent the system being "abused".


In no particular order here are a few of my thoughts on this.


1. Definately profession specific quests, possibly in "instanced" areas (for uniqueness)who's reward is an enhanced ability.


2. This ability should have a high skill point cost. This will force players to adopt a true profession mastery attitude and should prevent the dabbler/stacker from exploiting these abilities. E.g in order to gain my new PistolsMastery skill box I have to drop 2 boxes from my single bounty hunter line.


3. Quests/content to provide "fluff" benefits upon completion. By "fluff" I meannew visuals that add some fun to your toon e.g. dual wield pistols or wearable holsters or an animation for a pistol twirl.


4. Gated content that require certain skill boxes to use, or even be grouped with certain other professions to achieve, thus promoting interactivity between classes. The rewards would be specific to the content class, but would benefit group or guild mates


As I said these are just some initial thoughts whilst I fend off the friday work boredom.............maybe I should spend more time thinking about these ideas than thinking about tonites potential b00ze-fest



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