Smuggler Archive
Thread: Tiggs States: No Plans for Player to Player Smuggling
"Dreams die hard and you hold them in your hands long after they've turned to dust."
Smuggler_Caylin wrote:
I like the general framework of what they are doing but the lack of real player interactive smuggling just sucks most of the joy out of what is to come. I'm not angry at them, they are probably doing what they can. I'd hoped what we had was only the beginning to what could be an incredible change to the smuggler profession. It might come in time but who knows?
"Dreams die hard and you hold them in your hands long after they've turned to dust."
Very profound and true.
dlc3007 wrote:I know that people have put lots of energy into providing possible ways to impliment p-to-p smuggling, but they all have one basic flaw in common: they require other players to be dependent on smugglers. Not interaction, not emersion, not mutual benefit -- dependency.If the only way to get an uber-l33t weapon is to have part of it smuggled, if the only way to get uber-l33t buffs is for something to be smuggled, etc. etc. etc. then those professions can not function without us. Yeah, I think we ought to be important to the game, but not that important.
This is the crux of the discussion, I think. As badly as we want player smuggling, it can't come at the expense of everyone else in the game.
But there are suggestions that can work with this limitation. If we recognize the boundaries of what we might reasonably suggest, I'm sure we could refine a couple of systems to introduce something more interactive and deep, a process that's fun for us and our clients. Manage that, and we might have a real shot at getting it in.
As for how I feel about all this, I'm a little sad, but it doesn't change the fact I really like what there is in those concept docs. They lay a very nice framework and I know I'll be leagues happier as a smuggler when/if they come to pass than I am now. That happiness won't be affected by the fact we still haven't found the Grail.. but I'm not about to give up the hunt for it just because we're better off than we used to be.
TomoRainer wrote:
This is the crux of the discussion, I think. As badly as we want player smuggling, it can't come at the expense of everyone else in the game.
It doesn't. When you want to heal or buff yourself, you either go to a Medic/Doctor or pick up the needed skills. When you need a piece of armor made, you go to an Armorsmith or pick up the needed skills. Why should it be any different when you, for example, need large amounts of illegal cargo transfered from one planet to another? Why is this at someone's expense? If anything, the current system where carrying illegal items isn't frowned upon by anyone and has practically no consequences, is at the expense of Smugglers.
I'm guess they didn't tell you....................again.
WesBelden wrote:
NickHeel wrote:I'm guess they didn't tell you....................again.
WesBelden wrote:
From the situation with Merchants and that galaxy-wide vendor search I've mentioned before, it seems no one tells anything at all to the Correspondents anymore.
Seriously, Wes, what's up with the Correspondent's forum? Is it at all worth visiting and writing in or... what?
NickHeel wrote:
I'm guess they didn't tell you....................again.
WesBelden wrote:
his words move me nickheel, oh im sorry maybe its b/c im not a "real smuggler " hehehe ![]()
/sigh i feel sad somewhat, i was expecting LOTS of things, but ended up with them repeating 5-6 of the same questions, im glad #starwars was up, b/c the peanut gallery (IE us) was fun and entertaining (too bad we were told to be less "negative")
riotcontrol wrote:
It doesn't. When you want to heal or buff yourself, you either go to a Medic/Doctor or pick up the needed skills. When you need a piece of armor made, you go to an Armorsmith or pick up the needed skills. Why should it be any different when you, for example, need large amounts of illegal cargo transfered from one planet to another? Why is this at someone's expense? If anything, the current system where carrying illegal items isn't frowned upon by anyone and has practically no consequences, is at the expense of Smugglers.
Precisely, riot. You hit the nail on the head. This game was supposed to promote profession interdependency.
As only a Master Smuggler, I have to rely on every single other profession in the game to get what I need: heals, buffs, armor, weapons, clothes, droids, ect. Or I can't even attempt to poorly do those skills without spending skill points.
If I'm not even a Novice Smuggler, I still don't have to reply on a Smuggler to get what I need: Smuggled past opposing forces, get my resources or contraband past scan teams, or any other Smuggling services. I have no dependence on a Smuggler....
....except for very non-Smuggler things. I reiterate my point: Smugglers are not slicers. Smugglers are not Rebel/Imperial contacts. Smugglers are not drug dealers. Smugglers smuggle illegal contraband past and into areas that it's not supposed to go.
This would be like Droid Engineers selling control panels but not droids. Tailors selling cargo pockets but not clothes. Doctors only being able to deal NPCs of diseases and illnesses but never helping another player.
It's mind boggling.
The way to do this is to introduce new items that are illegal from the very beginning and can't be transported with any consistent success without us. That's the kind of suggestion I think could work. To retroactively impose such a strict system on something the playerbase considers a right and not a privilege, on the other hand, isn't going to fly. I don't think it will, anyway, it just seems counter to the direction the game is going.
And that doesn't rule out the possibility of making spice and sliced stuff modestly illegal.. pulling them off vendors, or stiffening the fines on them, or whatever.. but smuggling them? Mmm, I wish, but I'm really not seeing it.