Smuggler Archive

Thread: Smugglers in SWG History as written by the Devs

Undergrid
Sat Feb 19, 2005 1:46 am
#209

This needs a bump today..





Undergrid (Chimaera)
Master Smuggler / Master Pistoleer / Teras Kasi Master / Master Pilot / Rebel Colonel

Sengis
Sat Feb 19, 2005 5:20 am
#210

time to update thread with the nerf bat of Fweign Death, and i didnt see the auto pull @WE're not going ot let this go live@ bit in their either..




ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
Saabotage
Sat Feb 19, 2005 11:03 am
#211






Saabotage wrote:





electricnomad wrote:





This will be the third and final volume of Great Threads in Smuggler History. But in fact, this is the opposite of the original premise- it is Smuggler history, as it has been written by the Devs.


For Volume III, I will presenta compilation of all the significant posts the Devs have made concerning Smugglers in SWG, allowing you to trace the progress of the profession since launch. I'll primarily let the threads speak for themselves, though I'll provide context wherever I think it might be useful to readers.


Please refer newer Smugglers to this thread if they'd like to get an in-depth understanding of the way in which Devs and Smugglers have interacted since launch.











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 despite the fact that there was no such endorsement on a community level





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










TO BE CONTINUED...

Message Edited by electricnomad on 11-11-2004 03:46 AM






Jan 03 2005


SOE_Tyrant wrote:


Smuggler revamp / non-combat profession upgrades
The smuggler revamp is important and detailed design work starts on it and several other of the non-combat professions in January. We need the context of the Combat Upgrade to be finished though before revamping the non-combat professions completely. This doesn't mean we are not going to address critical bugs and issues with professions, see the next item….





February 10, 2005
Publish 13.0


Profession Smuggler



  • Smugglers no longer have an artificial faction point cap when buying faction points. The cap is their actual point cap. Signing up with the faction will make a larger bribery option available, and rising in ranks will increase the cap as per normal factional progression.



Empty space just in case the Feign Death nerf goes LIVE!


P.S. Ive added the only GOOD thing to the thread EVER for Smugglers. Now im waiting for our hardest NERF EVER!




br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
Rajtinka
Sat Feb 19, 2005 11:07 am
#212

A classic accounting of the lies, Broken promises, And the general F U attitude we have received
JiWanRivers
Mon Feb 21, 2005 4:14 am
#213

selling junk to an NPC took them 20 minutes to code probably, its almost an insulting gesture.



Hell, im not even a Smuggler and this feign death nerf makes me laugh at the devs insensitivity and ignorance.

If they dont want Jedi's using it or dabbling in it, why not just push it up the smuggler tree to Master Smuggler?


Because 'Nerf it!' is song the devs all sing together when they encounter a game mechanic problem.




So, the devs have made you a profession of garbage men who take their trash to a scrapyard and when you get caught, now lie down on your back and let the opposition kick ten bells of crap outta you.



Can the devs sink any lower in actively destroying a profession?
RichardBryant
Mon Feb 21, 2005 4:45 am
#214

Exen,

It's been said before but...

Merchants will probably soon sell FP.
Armoursmiths will soon probably slice armour.
Weaponsmiths will soon probably slice weapons.

And smuggler will be left to die.




Cael Broden, Master Smuggler.
I am Jack's Ignored Profession
"I don't have saber envy. I have patch envy. 2 years is unacceptable."
"Wars not make one great. AFK-grinding on wookiees on Kashyyk make one great!"
MineralisSloth
Mon Feb 21, 2005 6:03 am
#215

Oh c'mon theres a bright spot!!! at least your not a ranger!
ArythBandar
Sat Feb 26, 2005 1:40 pm
#216

Listen, the Smuggler profession is way too powerful with Feign Death as it is. I mean, with all our ungodly amount of pistol power there is just no stopping us--PvP or PvE, we win hands down. No one can stop our Pointblank1 and Pointblankarea1 spams! And then the ablity to drop "dead" and not be attacked, I mean, c'mon guys...where is you're sense of fair play? I say bring on the change, we could use a couple groin shots with the nerf bat. Get our heads out of the clouds and let us see what those poor, weak combat classes have to deal with...what with their accuracy modifier and speed modifiers and damage modifiers and defense modifiers.
TomoRainer
Sat Feb 26, 2005 1:47 pm
#217

And our almost supernatural smuggling ability. We could smuggle a burrito past Jesus even if he were really hungry. CorSec's got no chance against that.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Numariah
Tue Mar 01, 2005 10:45 pm
#218

Way to stick it to the man. Well done, i salute you.

/sign x 1000000



Taeleik Varuna, Vilastra Varuna- Starsider
Fluxxen
Sun Mar 06, 2005 11:45 pm
#219

Just read through this...


oh man, I almost want to cry.












Jirigan "Jinx" Nix
Smuggler and Captain of the Distant Star
Mos Mosel (2764, -3060 on Tatooine) - Roleplaying community
- I support Star Wars Galaxies!
MvrX
Fri Mar 11, 2005 5:16 am
#220

remember



Agimi Ake


Location: Tatooine, Red Valley (near Mos Entha starport)
Red Valley Museum and City Mall -30 3670
gassygunslinger
Sun Mar 27, 2005 5:34 pm
#221

Gah!!! There is hope!!! If you haven't already, go to the In Concept forums, and "Smuggling Experiance" forums... Now, atleast they are giving us a CLEAR, PRECISE, plan to what they are going to do.



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