Smuggler Archive
Thread: Dig against Smugglers?
Sorry for the rant.
/not really
ChemicalBrother wrote:
Isn't there a particular Dev that's screwing Smuggler up by putting a block at the head office to make sure no more professions are doing anything illegal? I'm sure that I read a post about this guy a few months ago...no more glorified criminals & stuff.
I don't see it as a jab either, he's basicly trying to say he's not going to put BH's in the position we've been in for so long.
On a side note, we want our big revamp because that's what we've been told we were getting for so long.
When they said we were gonna get it in multiple, smaller pieces, we said ok. The only people who seemed to have a problem with it didn't understand what they were saying and quickly came around when things were clarified.
Where has that left us, same place we were before. Sorry, but I understand what Tanks was saying, but it doesn't compute. BH is seeing things because they have a dev who is actively trying to make the profession better, and the main focus of the game has changed from Star Wars/GCW to a conflict between BH and Jedi. Had they not been trying to limit BH hunting of Jedi with Kashyyyk and anonymous missions, BH would not be getting better NPC missions and other fixes. Had someone like Blixtev not know the ins and outs of those missions, they would not be getting better missions and other fixes.
teufelhundenE4 wrote:
Yes, I believe he's just stating that you get more done with small requests than you do about a huge request like a revamp....and it shouldn't suprise anyone that he mentioned smugglers when he made a comment like that. The smuggler revamp issue has become widely known to the whole community because of the fact that we need a large change like that and the devs are not interested in taking on such a huge endeavor. If we laid out a revamp schedule amongst ourselves and listed all the incremental points and requested just one of those every so often, maybe we'll have our revamp in 6 or 8 months. Tanks has a good point there.
ner0sputnik wrote:
teufelhundenE4 wrote:
Yes, I believe he's just stating that you get more done with small requests than you do about a huge request like a revamp....and it shouldn't suprise anyone that he mentioned smugglers when he made a comment like that. The smuggler revamp issue has become widely known to the whole community because of the fact that we need a large change like that and the devs are not interested in taking on such a huge endeavor. If we laid out a revamp schedule amongst ourselves and listed all the incremental points and requested just one of those every so often, maybe we'll have our revamp in 6 or 8 months. Tanks has a good point there.
The problem with us asking for incremental changes are, like Tomorainer and Ragnaat said, what do we ask for? Think about the changes. What do we need to have done?
Smuggling missions. That's all we're asking for now, right? How do we baby step into that? I don't think you can.
Personally, I don't give a #$^% if they take away everything else as long as we get smuggling missions. Take away my pistol skills? Cool. Master pistoleer here I come! No more selling faction. Good riddance! No more slicing. Great! Give it to the weaponsmiths where it belongs, or even make it a different profession!
I just wanna freakin' smuggle. And it's a big step for them... that they should have been able to fix in 2 years.
I think one of the problems that the smuggler community is facing is that in the original game design, smuggler wasn't well thought out...the devs were far too busy with BH as being the "iconic" SW profession (all those Boba Fett wannabees to cater to) and smuggler, although very arguably a far more iconic SW profession was forgotten in the process.
A number of professions had built in "content" from square one. BH and CH, most obviously, had their own games within the game. The crafters all did, well, except for smugglerwhere experimentation means nothing. Smuggler SHOULD have had one from the start...and indeed, the entire underworld line points to this....the smugglers would be the only profession with instant language abilities, but that was made useless early on because someone decided that the language system would be rendered ridiculous by involving no SP cost, and allowing anyone to speak any language. So, no need for the underworld skillset (except when talking to Jawas at the compound...BFD!) or protocol droids at all. Everyone has Star Trek style universal translators about, rendering an entire realm of RP posibilities moot.
Then there's the concept of dangerous FedEx missions that COULD have been made part of the system, but was not. For example, how realistic is it to run a factional deliver mission and not draw a TEF when the NPC you deliver to says, in spatial, in the presence of factioned combat NPCs, thank you for your work for the Rebellion or the Empire? For smugglers, how difficult would it have been to have a smuggling delivery system set up? This SHOULD have been content from day one for smugglers, but apparently was overlooked due to the mad rush to go gold as quickly as possible and start getting back some turkee for the investment made in the game's development.