Smuggler Archive

Thread: TH, please respond.

fishbrains
Wed Jul 21, 2004 10:28 pm
#1

Recently Hayden blackman gave an interview in which he said the following thing:



IGN: What kind of message would you give to John Q. Gamer who has been playing the game since launch, sitting around as a Smuggler and looking forward to the combat revamp that’s going to increase the scope of his class? What sort of message would you give him to still stick with the game now that it’s up in the air when that sort of feature, which will enhance his experience, is going to be released?


Blackman: First I’d apologize that we were misleading at all, if that was the case, or if he was misled and had expectations for a Smuggler revamp.


The following is documentation of Dev promises that in fact do lead to the devs being misleading. Please comment on this, what I hope to be just gross oversight on his part





26 August 2003 - Devs make their first detailed promise to overhaul the profession





Blair wrote:


Smuggler
We are going to look at and probably revise the Underworld skill set.
We'll fix bugs with slicing 4.
Spices will get experimentation values (for withdrawals, etc).
Feign death causing the player to take too much damage and to be unusable when moving will be fixed.
We'll add more stuff to the master box. (Probably additional slicing features)
The bug with not being able to eat spice will be fixed.

http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=417746&highlight=smuggler#M417746










9 September 2003 - Devs promise action aftera 1,010-post filibuster by Smugglers on the old SWG Discussion Forum





Holocron wrote:

On his way out the door, he tossed this over his shoulder:



1. Underworld Branch


- I think we are going to try and replace most of these skill boxes with something more usable, since these just aren't very fun. The main issue is finding the time on the schedule to implement some new smuggler skills.


2. Slicing


- We'd like to add slicing code to more types of terminals.


- The problem with weapon slicing giving better results than advanced weapon slicing has been fixed. Slicing 2 had a bonus that Slicing 4 was supposed to have.


3. Dirty Fighting


- Some unarmed moves would be good to add and probably fairly easy. We will look into it.


- We will look into adding combat bonuses to this tree.


- We'll fix last ditch to be balanced with similar moves and we'll look into the other smuggler moves to improve their usability.


4. Spices


- Experimentation never had any impact on spices, so the UI stubs for these were removed. Adding experimentation systems to crafted items takes time, but we'd like to add one to spicing at some point.


- The effects of spices still need to be balanced to other buff consumables. Also, effects like burst run, etc, can be added, but require more development time.


5. Master


- 25% off faction perks is very very useful to any smuggler in PvP, but we will look into possibly adding nonPvP bonuses to this box.

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=19942&highlight=smuggler#M19942









16 September 2003 - Smugglers are distinguished as needing the most love





Q-3PO wrote:

We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment).


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=552985&highlight=smuggler#M552985










6 November 2003 - Devs tell Smugglersthat the profession willbe "augmented" "immediately"





JustG wrote:

There is a lot on our plate, and we are regularly going to provide you with as much information as we can about what is going on. Our priorities and tasks feed in from a variety of sources, and there are very many items on the design priority list. We will not be able to get to all of them with the next few pushes, but we want to take on a number of things that will make the game better, immediately. These include:



  • Professions Augmentations
    Droid Engineer
    Smuggler
    Merchant
    Chef

http://starwarsgalaxies.station.sony.com/team_comments.jsp?id=59306&page=Team%20Comments[look for Gary Gattis's Letter to the Community" at the bottom of the list]










5 December 2003 - Devs state that "Smugglers are getting some attention soon."





Thunderheart wrote:

Smugglers are getting some attention soon. Everything is getting more attention now that Player Cities, Mounts and Vehicles have been added.


http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=15023&highlight=smuggler#M15023










20 December 2003 - Devs state that Smugglers will be overhauled, and that the community should offer some ideas on what we want






Thunderheartwrote:

Both San and I agree that you guys need more of an answer and here it is. The smuggler isn't going to be just "fixed". Its in re-development. Smuggler is an important profession and needs more than a little attention.


Here is what I need from you folks. Since Smuggler is "In Development", I hope you folks can work together to put together some reasonable ideas togetherfor the types of directions you would like to see the Smuggler profession change/develop. . . .


. . .I will take that information to the producers so that your desires and ideas can be accounted for when the development process moves to the next stage.


The best recommendation I can make is to keep your ideas realistic. Come up with ideas using the system as you know it as opposed to inventing things from a "blue sky" approach.


I very much look forward to seeing your input.


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=42882&highlight=smuggler#M42882











23 December 2003 - Devssay thatcontraband scans are too tough to implement





Thunderheartwrote:

The thing is that smugglers essentially are a "space based" profession (at least the way we think of it)and giventhe inherent client/server limitations, its atough proposition any way you look at. For instance, lets say Imperials do a search for contraband at starports. Can you imagine the lag if we even did an item check for everything inevery player's inventory as they entered and exited a starport? And then there are the guys that run back and forth across that threshold just to lag things out. This is one tiny piece of a larger puzzle. It has to be a cool game mechanic and work in the game system and in a big MMO environment.


The key here is that while I was in beta and I knew everyone (I actually have almost all of it saved on my hard drive, but doing a search on "smuggler" with 12 gig of materials would be insane). Further still, that was a while ago. I want to hear YOUR ideas and Ive worked with the devs and correspondents to focus communication so that correspondents can get me information and also in a way that I can both share it with the devs AND catalgoue it.


Its all a process and we're working on it and its going to take time. The devs want to make a good game, you and I want to play a fun game and as a community, I believe we can make this whole experience very cool.


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=43562&highlight=smuggler#M43562










21 January 2004 - Devs promise revamp post within the week





Thunderheart wrote:

"Smuggling" really is a spacey kind of profession and doing something on the ground really needs to be thought out.


With that being said, Im working on the Smuggler and Squad Leader profession revamp posts this week. Im just taking the time to put together some really nice posts so that the answers that players put forth can be easily handled and used by the dev team.


Currently, people don't say, "hey we're going out hunting, lets make sure we have a smuggler". That shortfall is something that needs to be included in the revamp thread.


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=19680&highlight=smuggler#M19680










27 January 2004 - Devs institutecontraband scan ideathat had beendismissedas impossible 5 weeks prior






Thunderheart wrote:

... I pushed very hard (I spent a couple of days pushing this issue) and the devs added bonuses to the Smugler Underworld Tree


A small victory, but you asked and its in. Here's how it works:


1. The system counts up your contraband and does the "scanning roll".
2. If the system "sees" the contraband (having made a successful scan roll), it checks to see if you are a smuggler. Depending on what level of Underworld a smuggler has, they get a progressive chance to "escape the scan". If the smuggler roll succeeds, then the player will get a message that reads, "You have successfully avoided the scan."


So if you want to get spice or sliced armor and weapons from one place to another and not get harassed by the Empire, then smuggle it

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=51541&highlight=smuggler#M51541










3 February 2004 & 11 February 2004 - Devs thank the Smuggler community for endorsing a system whereby Imperials move contraband better than Smugglers





Thunderheart wrote:

Based on community input, we have made the following changes to the Imperial Crackdown penalty schema. Thanks go to San Tsu and the Smuggler community and Jester and the Galactic Civil War community.


[Thunderheart then proceeds to describe the system --hugely controversial and now known to Smugglers as "Imperial Immunity" --whereby anyone who invests some Imperial Faction points is able to bypass contraband scans better than a Master Smuggler. I would post it all, but Thunderheart used a strange script and it takes forever to clean it up for posting purposes.]


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=801&highlight=smuggler#M801


Updated on 11 February 2004:


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=22484&highlight=smuggler#M22484










7 March 2004 - Devs institute Fred Sanford minigame so Smugglers can sell trash






Thunderheart wrote:


One neat new addition to Publish 7 is with the Junk Dealers. Smugglers who have underworld can now take their Junk to the Jawa Traders camp and they can sell their junks to the Jawas up there.


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=137614&highlight=smuggler#M137614










8 March 2004 - Devs reiterate the idea that selling trash counts as "smuggler stuff"





Thunderheart wrote:

... the change to smuggler's [adding the Fred Sanford Trashman minigame] was a small one. Its just me working with the team to fit smuggler stuff in where we can until the revamp - - thats when the beefy changes will occur.


http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=138096&highlight=smuggler#M138096










8 March 2004 - Devs promise a"pretty high visibility" revamp plan that incorporates the Smuggler Correspondent and the community







Thunderheart wrote:

You can expect pretty high visibility from the Smuggler thread. Ill do a takeaway and work with the correspondent and the community when we move to In development with it...


http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=30240&highlight=smuggler#M30240






Public Post by Developers
March 24, 2004


Smuggler Revamp Timeline

As it stands, Smugglers are looking at their revamp to be included within Publish 9. This is essentially within the month of May. Through the State of the Game, posted on March 24, 2004. This information is found here.

Smuggler revamp


CS Issues (Bug fixes/ tools)
QA Issues (Bug fixes/ features)






Developer Post April 19, 2004



Thunderheart wrote:








bigmacdaddy12 wrote: Smuggler would still like some feedback about their profession and which of their suggestions are actually possible to implement. Please stop by at some point. I mean aren't we scheduled for a revamp about one month from now?







The Smuggler revamp moved into its early discussion phases last week. Smuggler_Caylin, the dev working on the revamp and myself have all been in close contact. We've also been reading the In-Concept Smuggler thread and a lot of the big proposals. We're looking at a lot of enhancements to the existing tree to make spices more useful, to make slicing a bigger, more integrated challenging and making the smuggler combat skills more formidable. Its just a question of hoe much is technically possible. When a crafting profession is revamped, its a matter of making new craft items, maybe some new wearables and other things that are more localized.


Smugglers, on the other hand, have a different type of profession. The spice and the fighting are pretty easy to change, but the most anticipated items are difficult to address. Lets look at slicing for instance. Slicing gives bonuses which effect all related game objects inthe world. Thats more interface, more dynamics and a lot more low level coding. Its also very vulnerable to exploits and other tactics that make rapid development very difficult. What we want to do, is get a good system in place and grow it as the game continues to grow.


Another example is the act of "smuggling" itself. We would love to integrate smugglers into some sort of object delivery service to smuggler things, but its way open to grief and its also technically difficult. For instance, to have "smuggling", you need a choke point. At that check point is when some NPC would "scan" or investigate players. Any time you have a choke point, players gather in large groups and suffer wait and lag.Also at that choke point, you get some players who like to try and lag everyone out for some reason. So the obvious grief there is to find check points and lag out everyone in an area to try and beat the system some way, so instead of having something fun, it ends up being "not so fun".


We do want to add a kind of smuggling mini-game, but I dont have any details since its in progress. The developer, myself and Smuggler_Caylin are in close contact though. There will be many additional opportunities when SE comes, but I can't talk about any of that just yet.







Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


Chavabegga
Wed Jul 21, 2004 10:56 pm
#2

Fishbrains, how on Earth could you take any of that as leading us to believe there would attention for Smuggler. Obviously you were unintentionally mislead. Nothing there says we should expect a smuggler revamp.

/sarcasm off



Trader Revamp- Loot and Crafted Symbiosis

UDF Inc. Chu'unthor, Talus
-1258, -566
BigaBossa
Wed Jul 21, 2004 11:35 pm
#3

And I thought we will receive some "love". BS I say. Is this the way to treat a customer???



Biga
Ingame: BigaBossa
U.P.S. - We deliver everywhere
WesBelden
Thu Jul 22, 2004 1:00 am
#4

The evidence is clear for all to see. Idoubt however that they will comment further on Smuggler specifically, I would be extremely shocked and surprised (pleasantly of course) if anything were done to Smuggler between now and JTL.


It's sad, but right now just a post from GM saying "Sorry I've not posted yet, been very busy, I'll get back to you soon" would seem like a lot. I guess that's what you get after a year of feeling let down, upset and being made depressed over the failings of a game that could have been great.


Here's hoping they'll prove me wrong.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Aafaen
Thu Jul 22, 2004 2:40 am
#5

All I have to say Fishbrains > SoE crew working on smuggler rewamp



/ `Master Smuggler, Master of typos, Master of bad English`\
-= Don't mistake lack of talent for genious =-
d_h1234
Thu Jul 22, 2004 3:06 am
#6

excellent post,5 stars for you.
Datink_Nieleft
Thu Jul 22, 2004 4:55 am
#7

I ask myself,.."Gost,..why are you still a Master Smuggler? You rarely slice, you never make spice, you don't sell faction, and you use TK skills over pistol? Heck,.your feign death isn't all that good a idea. So why?"


I usually answer, "Blah blah goobawe deeba bo! Bleebablu. Doodookaka doodookaka peeepee!"


Then the nice men in white give me a cup of pills, some water, and I settle down to watch "Jeeero Springoo"

I like the "I married a wookiee, but he yanked the arms off my rodian lover" episodes.






GostNDajtink
Original Smuggler
My bowels are loose and I'm a little gamey Want some toast?


WesBelden
Thu Jul 22, 2004 4:58 am
#8






Datink_Nieleft wrote:

I usually answer, "Blah blah goobawe deeba bo! Bleebablu. Doodookaka doodookaka peeepee!"





rofl. I have a very similar answer for that question and the other, no less sombre, "Why do you continue to pay for this game when you have a monthly account? you could quit now couldn't you!?"


/cry





=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
fishbrains
Thu Jul 22, 2004 5:34 am
#9

Well, I'm off to work. I think the chances of this post being here when I return are slim and none. I just want to hear a dev responce. I kow it will be their generall canned responce but still..........



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


Chavabegga
Thu Jul 22, 2004 8:18 am
#10

To the top! To the top of the page with you!!!

We will keep it at the top till we see a response.



Trader Revamp- Loot and Crafted Symbiosis

UDF Inc. Chu'unthor, Talus
-1258, -566
yimaz
Thu Jul 22, 2004 8:31 am
#11

/bump-a-liski



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

JamesHighwest
Thu Jul 22, 2004 8:38 am
#12

I am so surprised that nothing has been said YET! This started yesterday and there hasn't been one response about it?! That's just.... sad!



…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


DrevenStrobe
Thu Jul 22, 2004 8:41 am
#13

If you're looking for a post here from a RED name, you can just give up on that idea.


Any post from them here would just be an admission of guilt...I don't think we'll be hearing from them anytime soon.



Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
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