Smuggler Archive
Thread: LOTS of GOOD news
Egowyn wrote:
Im starting to wonder didI log onto the wrong forum?........
Normaly Im a realy cynical gal but i just cant find a single thing to dislike about these changes.
all that combined with whats on TC now made me simultaneously crap my drawrs, wet myself , and ...well you get the picture..
Egowyn wrote:
thank for the clickys man i was too tired to remember how to do them.
Hehe, no prob.
I think I start charging 10k the clicky... ![]()
Egowyn wrote:
Im starting to wonder didI log onto the wrong forum?........
Normaly Im a realy cynical gal but i just cant find a single thing to dislike about these changes.
Dat
korvass wrote:
I like these changes. One thing though:
Doesn't the new system mean that basically our skills at dodging Imp contraband patrols are now defunct? If I read it right, if you're a Combatant, then enemy NPCs will always attack. So, uhm...no more search dodging then unless you're neutral, sorry, I mean Civillian?
That was a question I had in my mind as well... I know I will be a combatant , so how can we stroll past a scan point to make use of the bonus to avoiding scans? I am hoping this was already thought of by the team working on this and they have some way of implementing the avoidance of scans for factioned combatant smugglers. Maybe a skill to show yourself as a civilian that gains mods throughout the underworld line? They didn't even say if crackdown teams will still be around, but this would really be a cool skill to be able to get hide your group as if they were civilians to sneak past a scan team if buffs dropped or there was a need to get past undetected. Would be best to have a timer on it as the longer you were masked, the better your chance of getting caught. Would work similar to /maskscent for scouts but in more of a /maskfaction. The more red dots you see and the higher the level of the mob the better the chance of it breaking.
Other than that one question, these changes are looking really fun and hopefully will breath some life back into the GCW. I really love these changes.
*Edit* The more I read that idea about masking faction the more I like it. Novice Smuglers would pick up the ability to /maskfaction self only at Underworld I with a low mod and at Underworld IV have the ability to /maskfaction group. At master smuggler, there should be a healthy mod to make it much harder to be detected. 32m range for the group or else have something similar to ranger camo kits for NPC's. The only thing is that it would be tough to implement for PvP enabled, but then again might add a "roguish" first strike capabilty (read sneak attack) if made in a way to avoid greifing. Any one love hate this idea?
Message Edited by Knightcrest on 02-03-2005 11:29 AM
Zeon_Zaku wrote:
I like the sound of everything but the group loot changes. I think they could've found a way to make group looting fair for everyone in the group, not just the group leader or "master looter". Something like the CoH group looting or something...
I can't remeber the loot concept in CoH as I only goofed with it for one day, but group leader setting the rules should work fine considering there is lottery looting as well. In mixed groups this will probably be the best route to go and having spoken with some friends asking about how they liked the lottery looting in EQ2, they loved it. People have the option to pass on items if there is no interest, so if a jedi only wanted pearls and tissues were on a krayt, he could click pass (but prob would want to get them to sell
Knightcrest wrote:
Zeon_Zaku wrote:
I like the sound of everything but the group loot changes. I think they could've found a way to make group looting fair for everyone in the group, not just the group leader or "master looter". Something like the CoH group looting or something...
I can't remeber the loot concept in CoH as I only goofed with it for one day, but group leader setting the rules should work fine considering there is lottery looting as well. In mixed groups this will probably be the best route to go and having spoken with some friends asking about how they liked the lottery looting in EQ2, they loved it. People have the option to pass on items if there is no interest, so if a jedi only wanted pearls and tissues were on a krayt, he could click pass (but prob would want to get them to sell)and the rest of the group could pick the item allowing it to randomly pick one of the members of the group. If done right, it could make a lot less stress in looting as you don't have to worry about one person making a /loot all macro and looping it to get all of the loots.
Yeah, but because they're allowing group leaders to choose how they want loot set up, I just worry how often this "lottery" deal will actually go into place.
Most times without a doubt the group leader will declare themself or a friend the "master looter" and simply hog all the loot to themselves, much like it is now. They'll just take advantage of this change.
And the way looting is set up in CoH is, you're automatically given something. While you may not get something that someone else loots off an NPC, you may get something on the next one. You'll always get something, though, from some NPC and it will automatically be given to you. No fighting over it, no hogging loot, nothing.