Smuggler Archive

Thread: Revamp Discussion: Contraband/Missions PART 2 (Solutions)

RellikCro
Wed Jun 23, 2004 12:26 am
#222






supa187 wrote:


_______________________________________________________



This simply isn't true. While you may not enjoy PvP, or you may have had bad experiences, a large number of the player base regularly play PvP. You know it's important for the devs to have a realistic view of the game. It's just as important that you have one.


We make an effort to design systems that appeal to both PvE and PvP players. You have to find a way to compromise your view with that of the PvPers, because they aren't going away, just as you like to remind PvPers that you aren't going away.

Brandon Reinhart / GreenMarine
SOE Designer, Star Wars Galaxies


_________________________________________________________________


Best Post. EVER. This is so true. You can't have one without the other because there are strong followings behind both. Back in the early days of MMORPG it seemed that there was far more PVP but over the last 6 years Ive played online games Ive seen it changing. More people want a safe world with no threats, and no penalties of dying and so on.


Regardless of that though, I would never play a game with no PVP. And like I said Im sure a strong part of the community will agree with me on this.





I am sure everyone by now knows my playstyle lol But I 100% agree with this post, both GM's and supa's. While I would play a game with pure PvE, I would also support PvP playstyle even if I was never going to use it.




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
MaxSteele
Wed Jun 23, 2004 12:28 am
#223




Here are my thoughts on the big three areas that GreenMarine has brought up. I'll apologize ahead of time if these ideas have already been given, as this is a huge thread.






Summary 1: The key argument was over the impact of "visibility" punishments for ripping off suppliers or failing smuggling missions. There is a portion of the player base that desires PvP and a portion that does not. The main issue is the possibility of "involuntary PvP" or a player gaining a bounty who wants to be a smuggler but not participate in PvP.


Solution: The solution I like most is to have the mission suppliers offer two types of mission for each skill level. The punishments for failing or cheating a mission then become:


  • Normal Mission: You lose NPC faction with that supplier. You lose a small amount of GCW faction if the supplier belongs toa faction. You could possibly be ambushed by thugs from that supplier.
  • CriticalMission: Harsher versions of the above + you gain visibility.





I see a solution to the PvP vs. PvE as having mission NPCs that are factioned to Imperials, Rebels, and Neutral.


If you do a mission for Rebel or Imperial-factioned NPCs, this will result in PvP against that faction. Fail a Rebel mission, then the Rebels put a hit out on you. Fail an Imperial mission, the Imperials are pissed at you. PvP enters because it becomes factional.


If you do a mission for Neutral NPCs and fail, then this will result in PvE. Enemies would be whatever is appropriate to that mission.


This way, the people who what to be in PvP with their missions can choose either Rebel or Imperial NPCs, and the ones that do not can stay away from the Imperial and Rebel NPCs and only do missions for the Neutral NPCs.






Summary 2: The second major issue revolved around the punishments for being caught with contraband:


  1. Some players feel that dying isn't enough of a punishment.
  2. Some players recommended a faction hit.
  3. Some players feel that storm troopers are too weak.
  4. Players don't like that only storm troopers scan.

Solution: The solution obviously has several parts. We need to discuss more what the punishments should be. There are a few types of punishment that we can draw from:



  • Loss of GCW faction.
  • Loss of NPC faction.
  • Combat & risk of death.
  • Confiscation of the illegal goods.





This is tricky. No one wants confiscation of their items. I think that right there will kill any market with illegal goods.


Loss of GCW faction is good, but then people who don't care about that faction aren't affected.


Loss of NPC faction is good if it is appropriate to the scenario when you get caught.


Combat and risk of death should be an option if the player wishes to avoid the scan. When a scan takes place, they should have a dialogue box that comes up with the choice "Stay and be scanned" or "Make a run for it". Making a run for it starts the combat.


The other one is credit fines. If you make the credit fines high enough, people will take the scanning more seriously. Not 3500 credits. Make it 20,000 credits. Don't have the money? Then you have the option to fight your way out or run. It's all about giving people options.


Scenario:


I come across a scan. I know I have illegal goods, and I have 10,000 credits. I have the option to let the scanning party scan me, and hope they don't find anything, or I can choose to fight them right there. If they do find something, they're going to charge me 20,000 credits, which I don't have, so I'm also going to have to fight them. There are several choices in there, and they're mine to make.






Summary 3: The third major issue was that smugglers are worried that increased punishments for using illegal items, like spices and sliced gear, will cause a depression in their markets.


Solution: Actually, I disagree with this premise. I don't think there will be a market depression. On the contrary, if I do my job right, there will be a market increase. If spices become reasonably competitive with chef food, or complement chef food in some way, more players will buy them. Similarly, we should be able to modify slicing but also retain its value.






The only way I see the depression or turn-away in the markets of spice and slices is if they are confiscated. I don't believe anyone wants items taken away, because who knows how much they bought it for, what they went through to get it, etc... etc...


If anything other than confiscation is done, the market will be fine with illegal goods.




Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
Morwen
Wed Jun 23, 2004 12:28 am
#224






GreenMarine wrote:


This simply isn't true. While you may not enjoy PvP, or you may have had bad experiences, a large number of the player base regularly play PvP. You know it's important for the devs to have a realistic view of the game. It's just as important that you have one.






I'm going to dispute this statement, specifically the "large numbers" part. The source data is your own demographics via the most recent astromech stats published at the conclusion of Act 3.


Declared players: 0.71%


Factioned Players: 32.05%


Neutral Players: 67.95%


The number issignificant, but does not qualify as "large" by any stretch of the imagination when considered along with the overwhelming majority of neutrals. I think it's very important for the devs to have a realistic view of their playerbase's demographics.


This is not to say I don't think the game should have strong and enjoyable pvp systems; I do, in fact. I don't, however, think these systems should come at the expense of players who have no desire to pvp. Greater rewards for a pvp playstyle because of the old greater risk canard is an example of this.We need to strip this system down to basics before we start thinking clearly:


What is the risk? Worst possibility, your character dies and you lose a certain amount of time and probably need to repeat what you were doing in order to complete it. If it was a pve death you have item decay. If it was a pvp death, pass on the decay. From this, we establish the pve player suffers a greater penalty for death. Is there a greater chance of death in pvp? We can't answer that for this system since we don't know just how challenging/difficult the npcs will be.


What are the rewards? Ultimately, it's whether or not you enjoyed your tinyadventure. Like, fun. It's becoming a foreign concept. If you primarily like pvp and are playing this out pve style, you're probably bored. If the reverse, you're probably annoyed. The actual award is irrelevant providing the adventure was fun, you were challenged enough to feel that you earned something, and that the reward wasn't a broken something or other.


Hidden Agendas and Other Motives: What favoring pvp does is provide pseudo-content with little to no developer effort. Once the system is written, it runs itself. And that is a lazy approach that won't satisfy anyone for very long.


Smuggler_Caylin
Wed Jun 23, 2004 12:33 am
#225






Morwen wrote:

I'm going to dispute this statement, specifically the "large numbers" part. The source data is your own demographics via the most recent astromech stats published at the conclusion of Act 3.


Declared players: 0.71%


Factioned Players: 32.05%


Neutral Players: 67.95%


The number issignificant, but does not qualify as "large" by any stretch of the imagination when considered along with the overwhelming majority of neutrals. I think it's very important for the devs to have a realistic view of their playerbase's demographics.

...




I consider 1 in 3 a pretty large amount of the community. Two neutral to every factioned. That's a very large amount of the community.


As said before by holocron i believe (or was it Q?) that the act of signing up to a faction was considered consenting to pvp.





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

RellikCro
Wed Jun 23, 2004 12:34 am
#226






NickHeel wrote:





Vampirerobot wrote:

We'replaying a MMORPG, not a single player RPG. I would feel very cheated if I couldn't have Smuggler content that involved other players. In the same way that Bounty Hunters get to hunt other players at the peak of their profession, I want the peak of my profession to involve working for and against other players.


It's been said many times that we don't just want a Smuggler mini-game that is cut off from the rest of the Players. I want to see a system that gives me the option to:


1) Smuggle for other players and perform Smuggling Missions, and gain Infamy/visibility if I am caught.

2) Choose to perform "exceptional" slices that cause my Infamy/visibility to rise when I do.

3) Choose to create and sell "exceptional" Spice, that causes my Infamy/visibility to rise when I do.

4) Have Player Bounty Hunters come after me when I become too Infamous/visible for my own good.


Let me be an Infamous Smuggler in a multiplayer setting, and I will be happy. I don't regularly PvP, my character is not a PvP template, but I want to run the risk of being hunted by Bounty Hunters. That's the long and short of it. It would be fun.





I couldn't have said it better. You got a way with words, Vampirerobot!


I think what alot of people are forgetting is how hard we fought to NOT have a single player smuggler mission system with no content from other players aside from the end product or a bounty hunter. While all this sounds well and good and would be fun, we're just "prettying up" the old design of smuggling missions and not including interaction with other players...which is the main reason people play MMORPGs, the interaction with other players. There must be "missions" from other players, that is what we fought for all this time.


Now, so far I'm loving the set up for the missions as far as the option of going a potential PvP route or a simple PvE one. That's good. I can certainly denounced myself as a PvPer but I do think the PvP missions should yield a higher payout. The Devs have stated that PvP should be the high-end content within the game. And as GM said, you're not having a bounty forced on you if you have common sense and monitor your visibility. Other than the retraction of non-smuggler bounties and scans...I love it.


Solution: Go back to the orginal design of this communication with GM. Players hire us to smuggle their Endorian Wooly Hide, and their Lokian Wheat, or other illegal items. That is the dynamic, new, and interaction with other players we seak. This type of content is also why many Smugglers love slicing aside from the cash: the interaction and feel of "illegality" with other players. Even these immersive and rich smuggling missions will get old after you hit Master and run your 20th one. I'll guarantee you that you'll see Master Smugglers largely ripping off suppliers JUST to get a bounty on them so they'll have content with other players...and that should not happen.


I am not sure we would want to try and make it so crafters would have to hire us to smuggler their resources. This will cause a feedback to the devs similar to when they redid the crafting system (which if you all recall was taken completely back out of the game, not fixed). I just havea fear if we do anything that is going to interfer with established playing aspects of the game currently we are going to get a huge backlash and the devs will not ignore it. If it is not gamebreaking to not add in the new system then they may just say "the players have spoken, take it out" and we would of just lost a major portion of our revamp.


I still say the best way to counter this is not to try to change what is currently in the game but to add new features that would need to be used for this course of action. Maybe put in a system where crafters can not get some of the more rarer resources in a quality that is much higher then normal but they must use our services to smuggler it from planet to planet as the empire is actively searching for this ulter rare commodity.


Once again, good communication, GM. I'm actually hopefull now. Thanks for all your direction.










Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
KodaVeers
Wed Jun 23, 2004 12:38 am
#227

If i read this right then....

Smugglers will be the only one's gaining visibility for illegal acts.

They get a choice for normal or critical missions

Andnormal people(thoseWITHOUT NOVICE SMUGGLER)can do as they please with illegal goods with some harrasment from local law enforcement??


Did i read this right.??

Ok if I read it right then it's cool. Just hope the NON NOVICE SMUGGLERS Get some really good harrasment!!



"We are the people that can find whatever you may need, If you got the money honey, we got your disease" GNR

To those of you who feel ripped off by NGE, here you go. "You bought an apple, you ate that apple, you enjoyed that apple. Now you've been given a lemon. Eat it, chuck it, squeeze it over a pancake. The choice is yours." As explained by "Coldreboot"


Kodda Veers Master Smuggler Kodda Veers Master Bounty Hunter
RellikCro
Wed Jun 23, 2004 12:43 am
#228






GamerProX wrote:





Marcus-Reighn wrote:

When I think of smuggler I think of Han Solo, and him always being chased by bounty hunters. Who is to say that these bounty hunters that chase our player smugglers would have to be players as well. For those not concented to PVP, perhaps NPC bounty hunters could be generated instead of the plain storm trooper spawn. When caught perhaps the player could be presented with an option to pay off the NPC BH, kill him/her, or run from them. The latter would be harder to implement I imagine, an NPC BH chasing a player smuggler via bike, but it is a cool concept.







Can I have an NPC Smuggler then?






I would say yes and support this idea if you were in a situation that required you to combat another player (Smuggler). But if you just has to purchase items and/or services from a smuggler that is not PvP, that is PwP (Player with Player) we are not combating we would be providing a service similar to any crafter out there. Unless you also want NPC Crafters? NPC Entertainers? NPC Doctors? I mean all these professions provide a service, not combat. They allow you to interact with other players not combat other players.




Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Wed Jun 23, 2004 12:51 am
#229






nindustrial wrote:

While I'm not necessarily advocating forced PvP on those who don't wish it, I'm just curious about one thing. I've read many replies where it was stated that PvE should not be restricted from the increased rewards of the Critical Missions, but instead should be given an equally challenging risk for increased rewards, such as NPC BHs. My question is this: if you're willing to essentially submit to being targeted by a powerful enemy who is going to be coming directly for you, then what is the difference between that and having a PC BH being the one coming directly for you?





GM actually posted what the difference is and I agree with him on his points:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=98062#M98062





Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
RellikCro
Wed Jun 23, 2004 12:54 am
#230






Rueger_Karde wrote:


"I would just like to ask why everyone thinks PvP is higher risk? According to GM's own post regarding why players do not like to participate in PvP the actualy "end risk", the dying, was not even a factor. Risk has nothing to do with why we do not want to PvP, it has alot more to do with the other reasons GM posted and it has alot to do with it ruining our gaming experience.


I have and will continue to look for compromises that will be beneficial to all players, but I am not going to suggest or support solutions that punish one or the other in rewards. Both styles can be equally created with the same amount of "risks" it is just coming up with the correct solutions to do it that is holding us back."


Weather or not YOUR reason of why you dont want to PvP has anything to do with risk it is in fact riskier to participate in PvP vs PvE (oh God I swore I wouldn't do this). Look, the points have been stated over and over. Its not our fault if you cant look past your own arguments and see ours. But we have moved on from this arguments and while you say you are going to look for compromises, dont keep beating the horse in the meantime.






On the contrary I am looking past my own arguements and trying to find a solution that would be beneficial but I will not simply blindly go with your saying that PvP is more risky simply because you state so. GM gave very great reasons why alot of ppl chose not to participate in PvP and none of them had to do with "risks"


What I was trying to get at is we want risks equal to this precieved PvP risk so we can also be able to get the riskier rewards. I need to know what in PvP is the reason that it is more "riskier"... is it the AI?



Rellikcro

Rifle/CH/Medic - Freelance Pilot
Pistoleer/Commando/Bounty Hunter/Medic - Imperial Pilot
Politician/ID/Musician
nindustrial
Wed Jun 23, 2004 12:56 am
#231






RellikCro wrote:





nindustrial wrote:

While I'm not necessarily advocating forced PvP on those who don't wish it, I'm just curious about one thing. I've read many replies where it was stated that PvE should not be restricted from the increased rewards of the Critical Missions, but instead should be given an equally challenging risk for increased rewards, such as NPC BHs. My question is this: if you're willing to essentially submit to being targeted by a powerful enemy who is going to be coming directly for you, then what is the difference between that and having a PC BH being the one coming directly for you?





GM actually posted what the difference is and I agree with him on his points:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=98062#M98062








Ahhh, now I see. I'd say I have to agree with those points as well, especially the emotion; that thought had not crossed my mind (I've never actually participated in PvP). Thanks for clearing that up.



+++++++++++++++++++++++
Scylla: Slaton Fantor (Spice Addict Extraordinaire!)
Larki
Wed Jun 23, 2004 3:39 am
#232

GreenMarine I really want you to comment on this: please include some content for BHs, we haven't had a fix in AGES (last one was the Jedi mission fix, but it was taken away a week later, we STILL CAN'T HUNT JEDI). You are the last hope for BH. JustG doesn't care about us at all. I admire you for trying to bring us a little more content (smuggler bounties) but please, it wouldn't be much harder to toss in ALL player bounties too. Please..... Don't back down! We need some conent since we can't even do what we were designed for! Our skillpoints are for NOTHING. We need SOMETHING. PLEASE HELP US!


I grow tired of pleading with the devs (JustG is useless I swear), all you have to do is remove slices on all weapons, and if the player doesn't want to particpate in the BH process, they can keep their "de-sliced" weapon, if not, they can have their weapon resliced (perhaps as an option like changing armor colour) to what it previous was.


Please save us loyal BHs! We deserve it being the weakest, most skill point costly, most useless class in the game! Please please please help us!!!!!





GameInformer: There seems to be a lot of things that you want to address in the core gameplay of Galaxies, why not just focus on those and release JTLS later? Blackman: Because JTLS is the number one thing that our community wants.
Number one thing we want?! Liar... Want proof of this lie?
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=226102 - notice noone wants JTL first??


sbob
Wed Jun 23, 2004 4:36 am
#233

The problme am seeing with the missions is that no matter what you do one side will feel cheated. The diffrent 'risk' missions for diffrent items leads to the whole one side gets something the other does not. Only way to 'be fair' is either just keep misions even on reward and one gives the challenge of PVE other of PVP. Pick your poision and move on. Other is make each type exclusive to a type. Such as the sugestion is the PVP group can do both with no problem but maybe make it so that only undeclared can do the PVE and only people in a faction (overt or covert) do the PVP missions. That way there is a time switch that the PVP group has to do if they want the special PVE loots and same for the PVE people to get the PVP loots. As to haveing specific loots for each type the combat types and the spice types the problem comes in that every combat ability/special/power that a PVP person gets also will affect PVE as well. thus still create the imbalance. Now an idea might be having some schematics or such as a reward that are like some of the themepark rewards and have to be declared and overt to use, but also have a use for those components in non factions items as well. Limiting anything to one or the other just adds to the riff, the key is if you add something to one side add to other a like amount but alos make it so that one side can not get or use both. Maybe have some super items that require you to be neutral to equip like the imp/reb gear.


As for slicing ideas the idea of some crafter type ui that used experimentation points would be cool. Also like the idea of some visability for using illegal items ovr a certian level. Crackdown and player bounties are little perks that keep ya on your toes but not everyone wants those. What would say is that when you slice items you can chose where you putthe slice points into (encum/effect/dam/speed/range/concealment). Much like the jedi revenamp where there are more options that skilpoints have the players pick what they want to do. Make it known that if you have say any stat boosted a % over the concealment % then you are pushing the illegal range. But have the option of giving up some of the benifits of the slice to keep from getting on the watch list. Also have it be such a system that you really really have to be caught and abuse the slicing/spice part to get a PC bounty. When they get scanned let them know when they getting close to break points (increase fines/increase costs to insure/clone/attacked by guards/NPC bounties/PC bounties). Also make it so that there is a limit to how often you get killed from a PC bounty if you choose to keep to the non PVP area. There is some risk for the use of the illegal goods you realize that and take your chances but for those that chose to not PVP they can opt to a limitof like one pc bounty can be place on them per week max.


The other thing is while taking goods from players is bad maybe there is a way that could lock an item in their inventory for a period. Make it nodrop(like the SE glasses) for a period yet also unable to be equiped. Simulate it being impounded but do not take it away and after a bit they get it back.


The whole pvp(e) debate is old but also something that has to be considered but any system has to be fair to the most people possible. I would be willing to say that looking at the numbers that people post you have 1 factioned player to 2 non factioned but alos bet that half of those non factioned are not just the PVE only group but are some who just dont care or are idle chars/crafters. Good bet that in reality we are looking at three equl groups here to balance for the 1/3 PVP the 1/3 PVE and 1/3 just playing the game with whatever comes their way. All sides have valid points and one side is not better or worse thanthe other. We all pay to play.




Sulic - Something
Beti - Something else
Nhoa - Master freeloader

Armor vendor in Kor Mesa outside Coronet -219, -3348

Sylune_heart
Wed Jun 23, 2004 4:36 am
#234

We all know that the PvP vs PvE issue will not every come to a conclusion. Its like talking religion or politics.



Lets center in on the issues at hand, i thought of an idea on page 6 of this thread that was completely different then the general arguements goin on in this thread.



See my post on Page 6 and comment on it. I don't think its a bad idea , perhaps you won't either. But this is about brainstorming idea's for a solution..not waging the PvP vs PvE war thats escalating here. We need a good solid foundation that is favorable for both sides without leaving anyone in the muck.



Ceta
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