Smuggler Archive
Thread: Depending On Smugglers
StGabriel wrote:
I want to enjoy the benefits of being a Smuggler without investing any skillpoints in Smuggler.
Not at all. I want Smugglers to have tangible benefits above and beyone what I can do as a Swordsman. I just don't think that it is necessary to suck the fun out of being a Swordsman in order to have these.
Can you be an effective Swordsman without carrying contraband and without opening magseals? Sure you can.
I as a Smuggler can't use a Power Hammer or target the Mind for attacks. Does it make my game any less fun? No, it's something I accept as part of a game wherenobody issupposed to be be a one man band, and where professions are supposed to have a unique flavor and role to them.
Ideally, I think, Smugglers be of great assistance to other players and improve their rewards but can do so in a way that complements other professions instead of removing options from other professions. Said another way, I hope that Smugglers can shoot for giving more options to my role instead of taking options away.
I'm not all saying that there shouldn't be contraband. Rather I'm saying that I hope that target systems will be fundamentally Smuggler systems that give Smugglers a chance to play as smugglers but don't require my time to create this content. We have 30+ professions. If every profession required 15 minutes a day from other players so as to have content, no one would ever have time to actually do their own content.
So it would be better (IMO) to see loot bonuses from smugglers than to see loot restrictions when not having smugglers. It would be better (IMO) to see a new market of smuggled contraband then to have a restriction on the old market. I'm all for a game where I say, "now we should get a smuggler to round out our group" but I don't want a game where I have to say, "well I just lost 20 minutes to that stupid contraband scan and now I can't loot anything in this cave because my smuggler friends are off-planet, gee doesn't this suck".
/endquote
Perhaps this is really your real issue of focus here... being disapointed in wiping a place slick and getting
nothing to show for it. I completely understand your feelings here. At the same time, the devs have no
Ub3R loot for a reason. Your aim should be to link up to other players for goods, for UbeRness. Dungeons are
supposed to be fun, and that's what having the group of friends to slash it out with is all about. Killing
stuff with your friends is the real attraction to being with them in dungeons... not the gay magseal containers.
Someone wrote above that anyone can open them. You know.. i've never been able to slice those bad boys. I do
remember being able to just open them though.... it just makes me mad when people just want to carve up my
profession even more than it already constantly has... stop it! No more!
Anyone can open them.
For the other comments in your above post, ready MY above post. It does exactly what you want it to. A revamp
idea for us that does everything you could dream of.
For the love of God, spread the word about it and do not kick us when we're clearly down here. It's not cool bro.
StGabriel wrote:
I'm not all saying that there shouldn't be contraband. Rather I'm saying that I hope that target systems will be fundamentally Smuggler systems that give Smugglers a chance to play as smugglers but don't require my time to create this content. We have 30+ professions. If every profession required 15 minutes a day from other players so as to have content, no one would ever have time to actually do their own content.
You currently do not create that content anyway. The ideas proposed do not require you to create that content. Just curios where you get that...
Well, as a smuggler, why do you need a swordsman around?
Answer: you don't.
Swordsmen need a role and definition too. Would you like one that restricts your options as a player or one that increases your options? Do you want swordsmen in your group because they complement your abilities or because you simply cannot do certain things without a swordsman along?
StGabe.
StGabriel wrote:
Actually, the same is true for a Smuggler, unless you decide to carry sliced items and spice, in which case you made a CHOICE to depend on a Smuggler moreso than what is REQUIRED. See the difference?
It's just not a choice any more than using a rifle is a choice as a rifleman. With the option of sliced equipment and spices in the game I will not be competitive with other players without using these things.
WRONG!! It is still a choice. There are many great crafted items out there that are not sliced. Slicing is an ILLEGAL Modification to a weapon. If you want that extra edge be prepared to pay the consequences. The attitude you are bringing across is "I want all reward and no risk". Sorry, that attitude is just one that really ticks me off.
StGabe.
If the Devs yank a robust system of smuggling, then they'll yank the Smuggler population, at least for me. A lot of us here just want to smuggle things and dont' care about peripheral skills. If the Devs halfass smuggling like they have with Imperial Immunity and Droid Loopholes and slaps on the wrist for carrying contraband, and if they give us a smuggling minigame rather than a player-based smuggling system,many of us arequitting, and not just from this profession, but from this game and probably anything else that SOE ever produces. I'm one to hold a grudge. From talking with other Smugglers about this, so are they. This is really all or nothing for me, personally. So just understand that this is scorched earth for me, and probably many others out there.
StGabriel wrote:
I am making this suggestion so that we can try to avoid the need for non-smugglers to get vocal about proposed smuggler changes. The last thing anyone wants is a Smuggler revamp that pisses off all 30+ other professions and has to be yanked before going live.
StGabriel wrote:
Can you be an effective Swordsman without carrying contraband and without opening magseals?
Well, as a smuggler, why do you need a swordsman around?
Answer: you don't.
I disagree. You do not need a swordsman in particular, but you need some people with combat abilities to get you to those locks. i agree that swordsmen need a role too, but that is not the issue here, now is it?
StGabe.
Things are getting a bit myopic in here. What is this idea of Smuggler content "taking away" options from other players? Let's use your example -- the rifleman. As a commando/smuggler, using a rifle is not a viable option for me -- I don't have the skills for it. Since rifles are great weapons, I am no longer competitive with players using a rifle -- does that mean I need a Rifle kit? At 60 m, I'm going to get absolutely destroyed by a rifleman otherwise.
What about Scouts and Rangers? There's simply no room in my skill tree for Mask Scent, so I can't get nearly as close to animal lairs as a skilled scout. Heck, I can't even run as fast -- over hilly terrain, I'll be left in the dust. Again, not competitive...
The list goes on and on -- it is the very nature of the game that, in certain circumstances, players of a certain skill set will have an advantage over other players. If you are distraught over the all of the smugglers getting away with carrying contraband, then you always have an option -- pick up some levels of smuggler. I mean, I'd love to have the defensive capabilities of a TKM, but being a Commando/Smuggler, I understand why that would be idiotic.
present a system that doesn't limit your options, i'm not going to fool
with you anymore.. go at him guys. Wipe him out.. all of him *evil grin*
Sure, and a rifleman doesn't have to use a rifle.
I don't care what the storyline is but the choice between a 35% loss in damage efficiency or frequent vulnerability to scans and a big loss of time (for example for a covert that is not interested in PvP) is not fun.
The goal should be to give Smugglers fun and to maintain the fun for other professions. Whatever the story is, if its not a fun game, people will not play.