Smuggler Archive
Thread: SOE management is looking into a definitive legal approach of FD-blackbarring
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NickHeel
Sun Jan 30, 2005 3:07 am
#27
You'll get no flaming here, Orcajum! Well put
I'd Q your post FE but it's too long for that and it speaks for itself. Great post.
The only things I would like to add are this:
1.) Not even the Devs know what to do with the skill (that we know of *looks at Team Low Blow*). JustG orone of theDevsstated that it was "working as intended" whenSmugglers are getting black barred and griefed (by rules of the game). Then you had CSRs and Devs telling conflicting sides that specials designes to pull someone out of FD are working correctly or aren't supposed to work. So I don't take too much stock into the new CSR "announcement". It's happened before for both sides of the problem.
2.) Based on #1, the skill needs ot be fracking reworked and redesigned! Totally. There is no way you can have a skill where someone "plays dead" in game without the attacking person knowing that the Smuggler is playing dead. The RP aspect of it suggests that the characters shuold think the Smuggler is dead, but the player at the keyboard knows better, which screws it all up. We can't have a skill that leaves us laying there exposed whether they can or can't attack us...they'll just camp.
"Feign Death" needs to be killed. Flat out erased.......and replaced. Let us use some sort of other cheesey, yet equally, dirty fighting technique to get out of harms way. Something like an Escape Shot that doesn't do any damage but delays all attacks against the Smuggler by all currently attacking enemies for 20 seconds as well as the Smuggler, if successful. Add cool tricks to it like the ability to call your bike instantly, massive terrain negotiation, and extended burst run. Something that is only designed to get us out of the area and doesn't do damage. Think of Han Solo and the mob of Storm Troopers on the Death Star...firing blindly and running like Hell.
That's all I'm going to add to this discussion. Caylin and a lot of other people have said that the entire skill needs to be redone and replaced. I'm with that logic. Sheesh, the whole profession needs to be redone from the ground up, like a new profession where the tree doesn't even look similar. It's not just Feign Death that needs help and everyone knows it. I just hope stuff gets sorted out in the CURB. *nods to Team Crotch Grab*
Nicolas_Frost
Sun Jan 30, 2005 3:28 am
#28
I like the idea of Iconic Professions being in capable of used together.
A Bounty Hunter can't be a Smuggler or Jedi at the same time. Its bad for business.
A Smuggler can't be a Bounty Hunter or Jedi at the same time. Bad for business, and who needs some ancient religion, anyway?
A Jedi(Light or Dark) can't be a Bounty Hunter or Smuggler at the same time. For Light Jedi, its a conflict in thier teachings to hunt an kill, or break the contraband laws thusly. For Dark Jedi, it shows weakness in them not being able to overcome the odds through thier power in the Force.
That repairs some of the problems of dabbling just for Feign Death, and so on.
Next, actually rework feign death. Add a chance for not fooling other players. Grant a few professions the ability to see through the ruse more easily. Add(or rework) some counters-moves. On sucess, have it clear aggro/TEF. On failure, it gives the opponent(MOB or player) free hits on a downed opponent.
Now, my personal frosting on the cake: Make SWG Powergamer unfriendly.The way it is nowwas never the intention in the beginning, or else we'd just have levels 1-50 like GenericMMO, instead of a handfull of tiered skills that don't keep going up. Why continue to cater to the people that have to cut swaths of destruction twenty-four hours a day?
To do this, make it so that almost all content that continues to go into the game is more roleplay oriented. Yes, it would likely require combat, crafting, or whatnot to procede, but it should be based on role play.
Yeah, I know a lot of people will hate this idea, but you know what? It doesn't matter what they think if they're the type that whines about only being able to do twelve thousand points of damage per attack instead of fifteen. Go play GenericMMO if you want that. If you want to role play in the Star Wars universe, play SWG.
Message Edited by Nicolas_Frost on 01-30-2005 04:30 AM
Nathanielstarr
Sun Jan 30, 2005 5:28 pm
#29
I don't think feign should work in PvP. It's meant for smugglers to use, not jedi. Sowhile bounties on jedi are intended to quell the number of jedi and slow down their progression, the bounty system simply is not working because feign death gives jedi an instant and automatic way out. Look how many jedi there are and look at how fast they are getting to knight. Feign death in bounties is a large reason for that. If feign death was not part of the equation in jedi bounties the callsto remove jedi knights from the GCW would be somewhat less and maybe the overall number of jedi would be less. I think most of us would think of that as a good thing. It woud at least give them cause to avoid visibility. Many jedi have stated this plainly "I dont care about being on the bounty terminals, because I'll just feign death on you". Is this the intended situation?
So I say give the skill back to the smugglers and don't give the jedi (or the bh's) an easy way out.
So I say give the skill back to the smugglers and don't give the jedi (or the bh's) an easy way out.
Ackehece
Sun Jan 30, 2005 5:32 pm
#30
Nathanielstarr wrote:
So I say give the skill back to the smugglers and don't give the jedi (or the bh's) an easy way out.
actually this statement is pretty funny - Jedi can't even be Jedi in the game.... Light Jedi should not be running around killing people for power. If anything that is a more Dark side method ^_^
Ternque01
Sun Jan 30, 2005 5:35 pm
#31
Nathanielstarr wrote:
I don't think feign should work in PvP. It's meant for smugglers to use, not jedi. Sowhile bounties on jedi are intended to quell the number of jedi and slow down their progression, the bounty system simply is not working because feign death gives jedi an instant and automatic way out. Look how many jedi there are and look at how fast they are getting to knight. Feign death in bounties is a large reason for that. If feign death was not part of the equation in jedi bounties the callsto remove jedi knights from the GCW would be somewhat less and maybe the overall number of jedi would be less. I think most of us would think of that as a good thing. It woud at least give them cause to avoid visibility. Many jedi have stated this plainly "I dont care about being on the bounty terminals, because I'll just feign death on you". Is this the intended situation?
So I say give the skill back to the smugglers and don't give the jedi (or the bh's) an easy way out.
5 Stars. I hope the CU addresses this issue. Not to be sadistic towards Jedi, but I also wish that significant measures were put into place to ensure that they are either (1) rare, (2) unseen, (3) both. Again, not trying to start any beef.
Cpl_Fisher
Sun Feb 20, 2005 10:31 am
#32
MeSleep wrote:
Why is FD even in this discussion? Every link provided points to corpse camping, not FD camping. Time and time again, CSRs have said FD camping and black barring is legal. You chose to go into FD - you could choose to /stand. So where's the "proof" of conflicting FD camping answers?
Message Edited by MeSleep on 01-26-2005 09:24 PM
except when you blackbarr a jedi. then its grefing, if a jedi blackbarrs you, its not griefing.
rygell
Sun Feb 20, 2005 1:11 pm
#33
ana-mo-cara wrote:Boo lets kiss the jedis rear end while we are at it. This is a jedi point of view if I ever heard one. FD is supposed to be a last ditch move. That means you should be low hammed while doing it. FD is a combat move. You are still in combat. That means when you stand up whatever was attacking you will jump back on you again. In the case of a jedi zerging BH mission he rarely cares. He got hit he plays dead. He or she still has ample ham.All makeing no ham regen does is force smugglers to use the FD as a first move not a last resort. Hmmm it cons yellow play dead. How many fights will smugglers be forced to cop out of. By fding immediately, and what is the fun of lying on the ground ten minutes to get BR back, and what do you do if you go FD with next to no ham left and you still have the stand awkwardness. You are guaranteed to die?Bad freaking idea. It favors jedi not smugglers.
not everyone in the game has a pvp template, my main is a master be/master smuggler. I need to be overt to delegate faction. why shouldn't i be able to fd to avoid dying? I'm a master smuggler. I use fd alot when dna sampling or when i am in over my head.
Now my jedi has never had or used the fd ability, I am looking at this from the perspective of my main.
Dart'/Apollyon
Nicolas_Frost
Sun Feb 20, 2005 1:17 pm
#34
Going Overt to sell faction: You accepted the risk that you'd be attacked, or else you wouldn't have gone Overt to make the sell. This is another example of Risk versus Reward. Anyone who purposefully goes Overt for any reason is accepting the risk that comes along with it. You can now lessen your risk by buying all your faction up front, and then delegating, then going to find a safe place to hide.
TarynGuinn
Sun Feb 20, 2005 1:26 pm
#35
Nicolas_Frost wrote:
Going Overt to sell faction: You accepted the risk that you'd be attacked, or else you wouldn't have gone Overt to make the sell. This is another example of Risk versus Reward. Anyone who purposefully goes Overt for any reason is accepting the risk that comes along with it. You can now lessen your risk by buying all your faction up front, and then delegating, then going to find a safe place to hide.
And a true "$"muggler views credits as being worth the risk of death.
Nicolas_Frost
Sun Feb 20, 2005 1:42 pm
#36
TarynGuinn wrote:
Nicolas_Frost wrote:
Going Overt to sell faction: You accepted the risk that you'd be attacked, or else you wouldn't have gone Overt to make the sell. This is another example of Risk versus Reward. Anyone who purposefully goes Overt for any reason is accepting the risk that comes along with it. You can now lessen your risk by buying all your faction up front, and then delegating, then going to find a safe place to hide.
And a true "$"muggler views credits as being worth the risk of death.
Exactly my point. Well, actually, its the amount of credits that's the deciding factor.
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