Smuggler Archive
Thread: Ok, problems and solutions. No time to waste!
-SanGreal- wrote:
Orcajum wrote:
-SanGreal- wrote:
Why does everyone want decreased popularity of sliced weapons, one of our biggest revenue streams?
Cuz with reduced supply comes higher prices. Plus the desire that we become something more entertaining and lucrative than slice monkies
That only works if by reduced supply you mean reduced smugglers. Making sliced weapons unpopular is not a barrier to slicing weapons so there is no reduced supply in that area. What it does is reduce demand which will only drive prices down.
My theory is, if someone knows that having a sliced weapon has high consequences, and still decides they want it sliced, then they're going to be willing to pay a high premium for it. All smugglers' business will be reduced somewhat (i doubt it though, even with punishments everyone's still going to want sliced gear) so to maintain their normal profit margin, all smugglers will have to raise their rates.
Think about it. During Prohibition, the supply of alcohol really didn't decrease much in the US. It was still readily had if you wanted it and knew where to go. But the Price went up exponentially. Same thing.
Message Edited by Falcon187420 on 07-12-2004 10:46 PM
I'll try to work some of this in, right now though, I want sleep. lol. That... or watching Last Samurai. I haven't decided yet.
- Language Comprehension isn’t really needed when every player knows all the languages save lekku in minutes upon entering the game.
- Solutions:
- Have language comprehensions over the racial specifics require skill points. Allow players to surrender them as appropriate.
- Will never be allowed by the player base. Suggest that players learn regional dialects. 1 point to learn, Zabrak and Basic, Twilek. 1 Point to learn Rodian , Wookie and Trandoshan etc.
- Improve further on communicating with local species, as shown with Jawas.
- Allow Smugglers and Protocol droids to act as translators.
I'm going to move it around a bit, but I think I'll keep it largely how it is.
- Sell Out has too little return for such an expensive investment to purchase it to make it worthwhile.
- Solutions:
- Increase the amount of money given per faction point to be near even with the rate we buy it.
- Allow smugglers to buy and sell ALL factions shown in the character panel.
Fair enough.
- Sell Out requires a player to resign from their faction in order to make use of the skill.
- Solutions:
- Allow smugglers totalk to and sell faction to opposing factionrecruiters.
- Allow smugglers to buy and sell factions without being a member of any faction.
Questionable value. Rank is the means for making the purchasing of faction in the GCW worthwhile. If you are neutral, you have no rank, can't hold squat for faction and have horrid transfer rates...
- The Jawa mini-trash game, while it is making use of language skills, has little return and little use for smugglers.
- Solutions:
- Increase the credit reward by a large amount. An item we could sell for two million on the player market should not be considered equal to two thousand credits from the jawas.
- Allow us to buy rare items from the jawas.
- Allow us to trade items for other items.
- Jawa's are known for fixing things. Allow smugglers the ability to have items repaired cheaply at the Jawas
Repair what? Everything in this game is easily repaired and/or player driven. Lets keep it that way.
- Limited use in dungeons (Mag-seal containers for example).
- Solutions:
- More smuggler uses in dungeons such as disabling traps, automatic turrets and more.
- Allow smugglers to slice open doors for their group members, not just themselves.
- Create dungeons where smugglers need to slice into the computer system to disable turrets, bomb trapsand automatic intrusion systems as in KOTOR. Allow non smugglers other less subtle but more dangerous ways of stopping these countermeasures.
I essentially say that in the first part.
- The number of sliceable items is very limited at the moment.
- Solutions:
- Vehicles
- Ships
- Travel Terminals
- Droids
- Bazaar to reduce fees.
- Harvesters to increase the amount harvested per hour at a cost of increased power and potential to damage the harvester.
- House managment terminals to reduce maintenance.
- Vendors to reduce map listing fees ( only works on mechanical terminals therefore cutting down on all the malls with a bazillion NPCs
Not fond of those too much myself, but ok. None of those sounds like something a smuggler would do to me though...
- Slicing into non-mechanical objects doesn’t make sense in the current cut x wire system.
- Solutions:
- Move slicing away from the wire cutting interface. Make it more involving.
- Make the slicinginterface moreuser friendly.
- Remove the ability to slice non-mechanical objects such as swords and knives.
No.
- The wide use of Molecular Clamps without a skill requirement makes FAN’s useless.
- Solutions:
- Add certifications for FAN's and Molecular clamps at certain points in the Smuggler skill tree.
- Make FANs guarantee slice, allow clamps to give the slicer a 10% chance of also picking the slice.
Let's see what they come up with for our revamp, I'd like to hold off on this.
- Choosing to slice composite armor and getting the color palette window as well gets annoying.
- Solutions:
- Put the color palette and slicing on different tabs, instead of tossing both on the same one.
- Remove the ability to let players change the colour of composite armour and make it a smuggler skill.
No. If anything, color changes belong to other professions. It does not belong on smuggler.
- Too much myth as to the range possible with slices.
- Solutions:
- Give us official word and documentation in game regarding the range on slices, so players can no longer be lied to regarding it. This causes alot of problems in informing our customers or even fellow smugglers.
- Dont place percentages in. Merely add flavour such as "The Master Smuggler has honed his skills to perfection allowing for far better increased results when slicing.
That goes in line with documentation of skill boxes I take it? I'm tired of being asked the range, and it leads to too many pain in the ass questions...
- Precision Laser knife crates are not using their charges correctly when pulled from crates.
- Solutions:
Either prevent laser knives from being autopulled when slicing, orfix it so we get 10 charges per knife instead of one.
Fair enough.
- Sliced Mission terminals do not hold their bonus when they are 'refreshed' all bonuses apply to the first page only.
- Solutions:
- When missions are refreshed, have them retain their bonuses.
- Consider having the bonuses apply to all members of the smugglers group if possible.
- Have smugglers slice mission terminals adding a new tab next to destroy, deliver etc. Add a "Criminal" mission tab which automatically has increased payouts.
This is reasonable.
- No unarmed moves even though one of our prerequisites is Unarmed 4.
- Solutions:
- Add unarmed moves to our skill tree
- Remove Unarmed 4 from the list of pre-requisites.
- Allow all Dirty Fighting moves to be performed with any weapon.
#1 No
#2 Agreed.
- Standing up from Feign Death in PVE will make the MOB come after the smuggler from several hundred meters away.
- Solutions:
- Find a way to reduce the memory of monsters we feign death against.
- Have feign death give a chance to successfully clear the aggro list.
- Add a counter. If a smuggler remains feigned for a certain period he is removed from the agro list providing the mobs originally engaged are more then 128 meters away.
We can find a different way.
Add skills such as "Fade Away"- A new smuggler ability which reduces his agro range to unfriendly mobs and removes the smuggler from the Radar temporarily. ( Good for PvE and PvP )
That's new content, not a problem/solution.
gimilon wrote:Just a thought, but why not switch Slice I to Locked Containers, and Terminals you can start doing at novice? It would alleviate the insane prices that containers of junk are going for, and it would help smugglers in slicing in that going from novice to slicing I they have a means of slicing without either selling their children into slavery in order to get the one and only thing that they can currently slice.
This is a great, great idea. Terminals give less xp than containers, which leaves incentive to the upstart smuggler to slice containers as well, but would still let them steadily advance if they're willing to spend the time rotting in front of a term. At the same time, it wouldn't be necessary for starting smugglers to work through containers, which might result in a switch from us having to pay for them to customers either letting us slice them for free or even (gasp) being able to charge them for it.
The absolute worst part of leveling smuggler is getting Slicing I. Early on you could slice the locked containers inside people's houses if you were desperate for xp, but I don't know how the upstarts even handle it now. 6K a container is absurd.
Although that early loophole sounds truly illegal and out of bounds for any honest smuggler.
Smuggler_Caylin wrote:
Orcajum wrote:
Hate to ask Caylin (especially since you probably can't answer) but why the big rush on this project again? This looks almost exactly like the same "The Good, The Bad and The Ugly" they had you and the other correspondents do about two months ago? Did the devs loose the paperwork again, or somehow think that with the new Jedi publish all the other professions would suddenly have new priorities?Several correspondents wonder the same thing honestly.
A change in priorities isn't that far off I'd say, but if smugglers don't get the attention I feel they deserve, it won't be through lack of effort on my part.
Good list so far, but I notice you didn't mention the
'selectable slice' possibility for a solution. Randomness in _type_ as well as magnitude of slice are not realistic.
Your effort is sincerely appreciated.
Giving the correspondents a 24-hour hot request deserves a swift kick in the junk. With the exception of GreenMarine's posts, damn near every post I read on the DevTracker seems like an open admission of 'I haven't read about this before'.
How many goddamned bullet lists do they need?
Message Edited by ChrystalRhayne on 07-13-2004 06:58 AM
-SanGreal- wrote:
Why does everyone want decreased popularity of sliced weapons, one of our biggest revenue streams?
This won't in any way decrease the amount of sliced weapons. They will always be a "hot" item. (no pun intended) All this will do is cause the value to be higher which means higher prices. And it adds alot of flavor.