Smuggler Archive

Thread: Depending On Smugglers

WesBelden
Tue Mar 30, 2004 6:59 am
#248

The way I see it is this.. and I've left it somewhat late in replying to this as I didn't exactly know what to say after reading the post for the first time..


In SWG there is always an alternative way of doing something. If you'rekilling something you can either shoot it or hit it yourself, get your pet to do it for you, order your faction soldier to do it for you or instruct your droid to do it for you.


That pretty much covers combat. However, when you come to everything else, the options are far less.


Want a house - build one or buy one.

Want armour - build it or buy it.

Want a weapon - build one, buy one (yes, you can loot, but it's rarely better than bought)

Want a droid - make one or buy it


And so on and so forth.


What am I getting at? well, in that list, the player always has three choices should they want something. They can make it themselves, they can buy it, or they can simply not get it.


If Smuggling is to work in SWG, it has to first, be driven by something the player wants, they should be able to do it themselves (if they're a smuggler of course), pay for it (yay!), or have the option of not going for it. Ergo, smuggling can not be something simply thrust willy nilly onto the community. It has to be well thought out so that it is a service that is desirable, profitable to those that can do it and most of all, in no way a requirement.


Er.. I've kinda run out of steam without making any valid points, but I've wasted timewriting this now so might aswell press submit



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Smuggler_Caylin
Tue Mar 30, 2004 12:25 pm
#249

Should I sticky this thing? As much as I dislike this thread for alot of reasons, many good points were raised in here.


Or do we just let it keep coming up over and over again?



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

Vampirerobot
Tue Mar 30, 2004 12:30 pm
#250

yeah sticky it.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
Ssith-rin
Tue Mar 30, 2004 12:30 pm
#251

Dont sticky this Caylin, people will still create new threads along the same lines, they have done that before and they will continue to do it for the forseeable future.





Ssith-rin

Master Smuggler (FOREVER)
Smuggling since Christmas 2003
How I long for the day to smuggle something...anything...at all
NickHeel
Tue Mar 30, 2004 12:57 pm
#252

Indeed. This thread is crap. I wish it wuold die, to be honest. If you ask me, I think it's full of trolls and people that don't care a bit about us: I want you smugglers to haeva great revamp......just don't have it effect me in any way shape or form especially if it's taking away my ability to carry around illegal stuff I paid 3k for.


Let this thread die...jeez. I absolutely hate it. Trolls....I'd club them like baby seals if I could.






THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
Raanan
Tue Mar 30, 2004 2:19 pm
#253

Frankly, Bohdi, I like having to go to a cantina to watch a dancer and listen to a musician. I do alot of business there for one and it's just a cool gameplay element. The only thing I wish for is the pre hologrinding days when the entertainers you watched actaully wanted to be entertainers. None of this afk entertainer grinding bs. I used to be highly entertained by the amount of /lick ing going on in cantinas and the threads bitching about it back in the day. I like entertainers. I like going to have my bf healed by them.


As for your other point, we already do "acquire" the benifits of contraband and relay them to the community. Who else makes spice and slices weapons? That's a non issue. It's also only half of smuggling. We have the benifits, now we need the risk hence the focus on consequences and our subsequent concealing of contraband.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
JTGAlpha
Tue Mar 30, 2004 2:21 pm
#254

Oh yeah. I remember when all the "female" entertainers danced around huggin' kissin' and lickin' each other. IT was awesome.


I'm sorry. I'm glad entertainers have to be in cantinas. The point of that was to make down time centers to encourage socializing, and to give "social" players a needed role in game. Ditch that and alienate a good chunk of your playerbase. The role playing player base that actually MAKES a lot of our communities.





Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

SirVimes
Tue Mar 30, 2004 2:38 pm
#255






JTGAlpha wrote:

Oh yeah. I remember when all the "female" entertainers danced around huggin' kissin' and lickin' each other. IT was awesome.


I'm sorry. I'm glad entertainers have to be in cantinas. The point of that was to make down time centers to encourage socializing, and to give "social" players a needed role in game. Ditch that and alienate a good chunk of your playerbase. The role playing player base that actually MAKES a lot of our communities.






Besides, crowded cantinas are as much a part of Star Wars as, well....smugglers.

obijkenob1
Tue Mar 30, 2004 3:01 pm
#256

Vimes, I was wondering, are you a smuggler now or just helping us out? If its the latter, thanks
Jandel-Har
Tue Mar 30, 2004 3:06 pm
#257






StGabriel wrote:
Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah .




Dork




Just Dak - Flurry
electricnomad
Tue Mar 30, 2004 3:08 pm
#258




obijkenob1 wrote:

Vimes, I was wondering, are you a smuggler now or just helping us out? If its the latter, thanks



I imagine Vimes finished with the Chef revamp and thought "My work here is done - hi yo Silver, awaaaaaaaay!"


But now the next revamp is Smuggler, and he's ridden into townto help us out. Like he says, he's a wannabe developer.


And I'm all for having his help.





"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)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Shrendyc
Tue Mar 30, 2004 3:11 pm
#259

Yes, Thanks Vimes! We appreciate yer input and yer suggestions, pard...



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
Solo4114
Tue Mar 30, 2004 3:39 pm
#260






Vampirerobot wrote:


One interesting point brought up was about what kind of service Smugglers are meant to provide. There are three types that I can identify:


1) Crafted products, like Weaponsmiths and Tailors. This service is a one time created item that the customer buys and keeps. This generally requires no face to face contact, and can be provided via a vendor. Slicing is currently kind of like this, since once you slice an item, it never needs it again, and sliced items can be sold on vendors without ever meeting the Smuggler face to face.


2) Inconvenience-avoiding service, like Medics and Entertainers. This service is to counter some kind of game-imposed inconvenience like Battle Fatigue or Wounds. We don't currently do anything like this, with the exception of grouping with players to help them avoid scans. But we don't really do that oftenas it isn't practical or necessary.


3) Buff/Bonus services, like Doctor/Musician Buffs and Chef food. These are services that you don't NEED, but most players WANT. The interesting example that I'd like to look into is the Doctor. A Doctor cannot sell their buffs on a vendor, and so players seek out Doctors in order to gain their services. A Chef doesn't get many tells asking for service, they just sell it all on their vendor. But the Doctor is a partial-crafting profession (like Smuggler) that does all their work face to face.


I think the 'style' of Smugglers lends itself more towards option 3, particularly the Doctor example. I'd like to see us as a profession that other players seek out in order to get their hands on the illegal stuff, the contraband. And I'd like to see that kind of interaction happen face to face. Slicing works like this currently, at least insofar as slicing personal weapons is concerned. I think vendors selling pre-sliced weapons and armor cut into the special quality of this service though, and I'd like to see vendors taken out of the equation. Spice is pretty much exclusively sold on vendors, and with the revamp I think it would be very cool if Spice had to be bought personally from a Smuggler. It would be fantastic if Spice couldn't be traded unless a Smuggler was one of the traders (I would add sliced weapons and armor in there too, but that would make repairs a hassle).


While Inconvenience avoidind services are part of the game, I don't think we need to add another one (and thereby create another inconvenience). The rest of the players would likely resist that. But I don't think they can justly complain if we simply made our own products and services more our own.








The one problem with that is that you can't actually be a smuggler without there being an addition of inconveniences in the game. Smuggling, by definition, involves going to someone to AVOID an inconvenience (namely, being arrested and/or taxed). Without that, we're not acutally smugglers. We're just pushers or the guy you go to to have your AR-15 modified to full-auto from semi-auto. Neither of those are actually smuggling.


Now, based on what we're CURRENTLY doing, I'd say that our existing skills could be focused more into option 3, and that'd be fine. But as far as actually getting us smuggling, there's no other way to do it but option 2. You can't buff a player to the point where THEY can smuggle. That defies logic and the very purpose of HAVING smugglers in the game.


If we're to be anything more than window dressing in the game, we HAVE to have option 2 as part of who we are and what we do. Players should be inconvenienced. Not FORCED into it, mind you, but their options should be limited so that if they CHOOSE to participate in the taxed-goods or contraband system, they have to pay the price. Don't want to participate? Fine and dandy. But you won't get the high end benefits. That may be an "inconvenience" for some of the players currently, but you won't find me crying for them. Players have been living high on the hog for a looooooong time in this game, and it's about time the devs said, "Hmm...maybe we need to reintroduce consequences and meaningful choices into the game...."


Electronicnomad is right. Without serious consequences for your actions, this game is nothing more than a Star Wars amusement park and a graphical chatroom. When I was playing the game on a semi-regular basis, I really didn't see any risk aside from the minor inconvenience of being jumped and killed if I ran to my harvester without a vehicle. If I WANTED to go to Lok or something, I could choose to do so, but I'd have to accept the risk that I'd get my ass kicked since, asa smuggler, I sucked at offensive fighting abilities.


Other players, however, are reluctant to accept the concept of "either/or." Either you can use sliced weapons and run the risk of being fined or shot at, or you can not use them and run the risk of tangling with someone who chose to use them. As long as both choices are generally balanced, it's up to the player's particular playstyle to decide which is better for them. right now, players have the best of both worlds. Not only can they gain the benefit of sliced weapons and armor, but they also have no worries about any consequences for their choices. That's why guys like St. Gabriel are so resistant to any system that'd make smugglers useful. They want it all with no consequences. And they couch any consequence as a "nerf" or "grief" because that language makes devs pay attention.


Essentially "nerf/grief" is defined as "Anything that makes me not as powerful as I am now, even if it would materially make the game more fun. Anything that makes me less powerful or imposes a consequence upon my choices is, by definition, not fun to me. My fun consists only of risk-free gaming." Well here's a suggestion folks. Go play The Sims Online. Or maybe tiddlywinks. No, wait. You could LOSE at tiddlywinks. My bad. How about...hmm....chuts 'n' ladders. Can you lose at that? I don't remember. I would suggest Candyland, too, but then you might get stuck in the Chocolate Taffy Swamps and complain that this somehow infringed upon your "fun" as well because the game FORCED you to go there when you rolled a five.

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