Smuggler Archive
Thread: TH comments on Smugglers and faction.
SdeWndr wrote:It's not as tedious as what i heard.
The point is it shouldn't be tedious at all. This is a game. It's supposed to be fun.
Message Edited by dorsai78664 on 08-06-2004 05:18 PM
Well, we got this much going for us
Take what you can, give nothin'
back.
Thunderheart wrote:
We’ve been reading the previous thread (link back) and all of your
feedback. Right off the top, I’d like to say that while this is In
Development, it won’t be happening until some time after Publish 10 goes to
live servers. We’ll be doing our best to address your concerns and here is
where we’re at...
There certainly are pros and cons to removing recursive macros from the
game. Generally speaking, the positive side of the argument revolves around
promoting a virtual world where players are playing active roles and are
encouraged to play "at the keyboard". The negatives are ultimately removing
some of the gameplay solutions that players use to enjoy and enhance their
game play.
We have chosen to move the game to a state where players actually play the
game, not simply run virtual robots by means of macros. At the same time, we
want to ensure that we address those valid gameplay areas which are most
impacted by the loss of recursive macros.
So far, the most important gameplay considerations we feel need to be
addressed so far are:
• Streamlining the crafting process
• Off-peak-hours availability of
healers in Cantinas and Hospitals
• Smugglers
and Faction Points
The question on the table now is, "How should we make gameplay
accommodations for these critical activities that will be affected by the
removal of recursive macros?"
We will follow up and post more details about the specific implementation
and fixes in a few weeks.
Please stay on topic.
Jandel-Har wrote:At least he said the word "smuggler" so he does know we are in the game.
It definately would be nice to get a little something fixed prior to JTL