Smuggler Archive

Thread: Revamp Discussion: Contraband/Missions PART 2 (Solutions)

UncleScrewtape
Thu Jul 08, 2004 6:31 pm
#417

I have paid a great detail of attention to this post and people seem stuck "trying to make there point" PvP -vs- PvE and the balance we require to both be happy.


Might I suggest a 3rd approach.

- The target of a bounty (ie the Smuggler) must be captured (ok, not sure how it would work, but maybe someone has an idea :smileyhappy at the lower mission.

- BH's do not gain any reward for a dead mark. I would suggest an actual penality in the form of Faction points.

- NPC's will automatically /DB the mark since these are PvE characters I cannot see the harm.

- If you fail several mission the terminal (for lack of a better idea) say's failure will result in the issuance of a "Dead or Alive" bounty, and leave it up to the BH. And again alive should bemore profitable?


It may not be the best idea, but I am more interested in hearing how you fine people would suggest moving past this PvP -vs- PvE debate.


You do not need to convice each other, you have both convinced me.



___________________________________________________
Your affectionate uncle,
- Screwtape

Master Smuggler, Middle-man (Looking for work - Will find deals for food)
No current vendors
silversaber
Thu Jul 08, 2004 6:54 pm
#418








RougeSmuggler wrote:





silversaber wrote:





HOTDOG wrote:


Some disagree with me and that's okay but I find it hard to believe that anyone would argue that PvE can be programmed to match PvP.







To me it would be easy. The scriptors can easily give any NPC an overwelming advantage over any PC.


NPC's can be scripted to have fargreater HAM pools and equipment than and PC could have.


An PC BH has to actually find you going through the whole tracking/droid investigation phase. The NPC doesnt have to do this since it is an NPC program, all it has to do is spawn the thugs right on top of you.


Manage to hop on your speeder and get away? Have the NPC's pull out speeders (no 15 sec wait for them!) and give chase! Or if this isnt possible, Have themwarp on top of you when you stop later.


If you manage to eludeyour persuersto the point of reaching a shuttleport and moving to a new planet, that can be a big problem for a player, sincehe has to rely on tracking droids again. But not the NPC thugs, all the program has to do is spawn them on top of you again when you reach the other side, perhapse after a 5 min timer.


You managed to actually log out to avoid your persuers? Well, the PC BH is SoL.Better lucknext time. But not the NPC thugs! 5 mins after you relog in, they respawn right on top of you and were off again!


Ect etc..


NPC's could be FAR harder than anyPC, because they would haveseveral advantages that PC's coild never have.


It's all in how you look at it. All I want the Devs to do is consider my above example, but if they have made up thier minds that PvP is superior from the outset and never even try to look into it, then this arguement is truely dead.








Silversaber, the system you just outlined above certainly doesn't seem like very much fun at all. Not only to those that would want PvP Bounties, but those who enjoy PvE as well. You are correct when you say that we can make AI extremely difficult. We can make it impossible. We could give them Mandalorian Armor, and Krayt Dragon Mounts with Jet Packs strapped to their backs. Then to top it off we can give them Death Star Laser Canons. (Mini-Size that is).



I would consider an AI like that to be Strong. Impossible to Kill. But not a better threat then a Player Bounty. The difference between the two is that the player is a bajillion times smarter then the AI will ever be.



Like you said, the player has to track their prey down. They have to follow the target, and decided upon the best time to attack. They know when to pull away, or when to call for help. They know which weapon is best to use on their target. They'll know the best tactics to get their prey.



You've illustrated the sad fact that the AI can't compete with the player. That the only way to make the AI threat worthwhile is by giving it Godlike powers, which in the end destroys the fun that the Bounty System was created for.



-red







Red , im not posting here for for the Bounty Hunters fun.They already have PvP prey, and thats the Jedi. As far as im concerned, this just gravey for them.



Iam sick and tired ofhearing over and over that PvP is HARDER andCHALLENGINGthan PvE and thus BETTERbecause of the players intellegence, and thus PvE should hold hind teat to PvP in rewards.


While NPC's AIcannot compete in many ways, my post clearly shows that this can be EASILY conpensated (and maybe a bit over kill as far as I took it).


Where did you EVER get the idea that PvErs didnt want ahard challenge? Was it because we dont want PvP? Well your so wrong its pathetic.


My scenerio was an harsh example because I wanted to show how far this could be taken. It could even be taken farther! How about 2-3 waves of these thugs that cannot be avoided!


But it can also be scaled back to the point that it is roughly equal in difficulty to the challenge of PvP.


Just because of the players intellegence can you or anyone else say PvP is superiour to PvE in any way.


It is simpley NOT true.


HOTDOG
Thu Jul 08, 2004 8:35 pm
#419

You are missing the point saber-

I never said an NPC couldn't be made hard to beat. In fact I DID say "you could make an unbeatable NPC but where would the fun be in that-"

The point is an NPC is not going to tell JTGALPHA to get a slice from you and while you are slicing his weapon, come sneaking up behind you, explode a droid & spam eyeshot on you 'till you're rolling out of the cloning center.

AND no matter what kind of NPC they do send after you- even if it is randomized- it won't be long before you figure out a pattern and learn how to defeat whatever they program to come after you. In fact- I would guess about a month after the revamp you could go to a site like Allakhazam and read a guide on how to defeat the NPC BH 100% of the time.

Example: Krayt Dragons:
Back in the day people were soloing them and the DEVs said "they were not made to be solo'ed" so the amp-ed the HAM, etc, etc. Well, guess what? People have learned once again how to solo a Krayt (Go to the Swordsman forum if you want some tips).

A PC BH is unpredictable. He might me super strong and buffed to the bone. She might be a total newb. They might be crafty and do things to distract you while the sneak up on you OR they might hunt you in GROUPS. You don't know, you CAN'T know and you can NEVER read a guide to instruct you EXACTLY how to defeat them 100% of the time.

I think that is part of the fun of PvE- Figuring out how to defeat the program. Nothing wrong with that- I love it!

YES. You can program NPC to be unbeatable- you can program them to come in WAVES of unbeatablity. BUT YOU CANNOT PROGRAM A MACHINE TO THINK, ADAPT, DECIEVE AND OVERCOME BETTER THAN A HUMAN BEING.

Thus- PvP is Harder to overcome than PvE- why would the DEVs waste time trying to do it when they have PC Bounty Hunters who want to hunt and PC smugglers who want to be hunted?

That is content that writes itself every day.

And I NEVER said PvP is better than PvE because that's not true. They equal in a LOT of ways but PvP by it's nature is harder to overcome.

If you still don't believe me think about this:

Take 2 characters and give them the exact same attributes and abilites. Give them the same guns and armor. Make them twins in every way and give them the same Mark.

Now allow a player to play one and program the other.

9 times out of 10, who do you think is going to kill the Mark? Honestly.

Message Edited by HOTDOG on 07-08-2004 08:42 PM

Message Edited by HOTDOG on 07-08-2004 08:43 PM






TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
silversaber
Thu Jul 08, 2004 10:18 pm
#420








HOTDOG wrote:
You are missing the point saber-

I never said an NPC couldn't be made hard to beat. In fact I DID say "you could make an unbeatable NPC but where would the fun be in that-"

The point is an NPC is not going to tell JTGALPHA to get a slice from you and while you are slicing his weapon, come sneaking up behind you, explode a droid & spam eyeshot on you 'till you're rolling out of the cloning center.


Ummm and this is different how from just having a script randomly spawning a exploding droid while your using a vender, and having a NPC spam eye-shot on you untill you clone?



AND no matter what kind of NPC they do send after you- even if it is randomized- it won't be long before you figure out a pattern and learn how to defeat whatever they program to come after you. In fact- I would guess about a month after the revamp you could go to a site like Allakhazam and read a guide on how to defeat the NPC BH 100% of the time.


And why does it have to be a certain NPC? Why cannot it be a random selection of equally tough opponents, yet indifferent in severalways? All of which canspawn immediatly or delay to up to several days. And is programed to spawn when your doing something that takes all of your attention, say dureinga Night Sistermission? Almost all strageties I have ever seen posted is for NPC's that the player has control on the enguagement, so you can plan out on where and how to kill it. If the NPC has surprise on its side, and will spawn on you anywhere including in your house, there there is very little stragetyyou can use, other than run or fight.



Example: Krayt Dragons:
Back in the day people were soloing them and the DEVs said "they were not made to be solo'ed" so the amp-ed the HAM, etc, etc. Well, guess what? People have learned once again how to solo a Krayt (Go to the Swordsman forum if you want some tips).


Yeap, like I said, a NPC in which a stragety can be used because the player has the initiative, and chooses when and where to fight.

A PC BH is unpredictable. He might me super strong and buffed to the bone. She might be a total newb. They might be crafty and do things to distract you while the sneak up on you OR they might hunt you in GROUPS. You don't know, you CAN'T know and you can NEVER read a guide to instruct you EXACTLY how to defeat them 100% of the time.


While all the possible permutations cannot be scripted, this can be conpensated by making the NPC tougher than any player could be, and be able to do things not player can, like shooting you through a wall.

I think that is part of the fun of PvE- Figuring out how to defeat the program. Nothing wrong with that- I love it!


Thats NOT whats fun for me. Fun for me is overcoming the obstical the NPC presents for me, not trying to defeat a program.

YES. You can program NPC to be unbeatable- you can program them to come in WAVES of unbeatablity.


BUT YOU CANNOT PROGRAM A MACHINE TO THINK


Agreed.


, ADAPT, DECIEVE AND OVERCOME BETTER THAN A HUMAN BEING.


Adapt and decieveis possible.Ifthe script changes any NPC your talking to into a damn tough opponent completely by surprise,(dunno if this is scriptable, but sounds real cool)you are going to be at a severe disadvantage. And if he can chase you anywhere, then he has a real good chance at overcoming you.



Thus- PvP is Harder to overcome than PvE-


Again I will have to disagree that PvP is inherently harder to overcome with sufficient .


why would the DEVs waste time trying to do it when they have PC Bounty Hunters who want to hunt and PC smugglers who want to be hunted?


Because PvE players outnumber those that PvP by a wide margine. If the Devs want to diss the largest portion of the playerbase, they can go right ahead. Also, to those that which to take the PvP risk Smuggler missions, they can do it all they want. But IMO, they wil be extremely few.



That is content that writes itself every day.


I guess thats why the Devs keep including PvP. Cheap content.

And I NEVER said PvP is better than PvE because that's not true. They equal in a LOT of ways but PvP by it's nature is harder to overcome.


Do you know how much a contradictory statement that is? First you say that you NEVER said that PvP is better, but then you go one to say that PvP by nature is harder, no matter how muchyou increase the PvE difficulty. By saying itsinherently harder, yourinfereing its inherently better.



If you still don't believe me think about this:

Take 2 characters and give them the exact same attributes and abilites. Give them the same guns and armor. Make them twins in every way and give them the same Mark.

Now allow a player to play one and program the other.


Um hello! I never said to make the NPC thugs equal to the PC Bounty Hunters. There is NO way to program a NPC thats fully equal tohuman intellegence (at least as of yet. The science of making AI's gets better and better daily =P)


.I have said from the beginning, that the NPC thugs would be inherently tougher and would do things no player could, like shoot through walls and follow you accross shuttles.




9 times out of 10, who do you think is going to kill the Mark? Honestly.


Sufficiently compensated in capabilities, the NPC should have an equal, maybe even a better chance at killing the Mark.



Message Edited by HOTDOG on 07-08-2004 08:42 PM

Message Edited by HOTDOG on 07-08-2004 08:43 PM





silversaber
Thu Jul 08, 2004 11:23 pm
#421



Editing out responce so I can properly address RougeSmuggler in an later post.

Message Edited by silversaber on 07-08-2004 11:55 PM

HOTDOG
Fri Jul 09, 2004 9:25 am
#422





HOTDOG wrote: The point is an NPC is not going to tell JTGALPHA to get a slice from you and while you are slicing his weapon, come sneaking up behind you, explode a droid & spam eyeshot on you 'till you're rolling out of the cloning center.


silversaber wrote:Ummm and this is different how from just having a script randomly spawning a exploding droid while your using a vender, and having a NPC spam eye-shot on you untill you clone?


It's different in that it would not be programmed. If NPCs were programmed to randomly spawn and attack when you opened your slicing window- how long would it take for the player base to figurethat out?


But this is getting nowhere-


Let's go back in time to a simpler game.


MORTAL KOMBAT-


When you play against the game eventually it's moves become predictable and easy to overcome as opposed to when that snot nosed kid steps up and throws HIS token in.


Now, this kid MIGHT kick your ass or he MIGHT be a first time player. You don't know. He might be a new player that just gets lucky- You don't know and you can NEVER know. And because you don't know the stakes are higher. There is no formula to guarantee success so the encounter is inherently harder to overcome.


In the game of PONG do you think you would win more games against the computer or against another person? Would the difficulty be the same?



PvP IS harder than PvE to overcome. Yes, you can program PvE to impossible to beat but that would not be fun or challenging it would be frustrating. Which is not the end-goal ofmaking a game (yes, I know some of you are thinking the DevsARE trying to make the game frustrating).


Short of that you have to make PvE a significant challenge which WOULD be fun- until you figure out how to beat it-shortly thereafter you would find itboring.


It is at that time that the majority of PvEers will at least TRY the high-risk missions because the challenge will be unpredictable and thus harder to overcome.They will put themselves indirect conflict with another human being that canlearn and adapt from previous defeats or could even study and put into use tipsfrom other players- websites- books- etc. in order to beat you. Again, harder to overcome.


It is my belief that when that player goes to attempt the these missions they should be rewarded more than they would a PvE mission. Not diffferent or better rewards- but more of the same rewards.


Harder mission =more reward. That's fair is it not?



HOTDOG wrote: And I NEVER said PvP is better than PvE because that's not true. They equal in a LOT of ways but PvP by it's nature is harder to overcome.


Silversable wrote: Do you know how much a contradictory statement that is? First you say that you NEVER said that PvP is better, but then you go one to say that PvP by nature is harder, no matter how muchyou increase the PvE difficulty. By saying itsinherently harder, yourinfereing its inherently better.


I am not saying PvP is better than PvE bymaintaining it's harder. You are saying that.


That would be like sayingPvEers are better and more moral people than PvPers becausethey have never killed* another PC.You don't believe that, do you?



*"Killed" is not an acurate representation of what is going down when an ingame character is defeated. To be killed is final, meaning the character is dead and can live no more.


In-game it means you might have earned some decay on your inventory, lost some buffsanda little game time but that's it. Except in the case of PvP where you don't have decay but you might be a little more humiliated and maybe even emotionally hurt that another player inconvenienced you in such a matter and most likely had fun doing so...


Again, harder. and that's without being called a noob.







TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Bohdi-Tzu
Fri Jul 09, 2004 9:41 am
#423

Have to agree with Tevin/Hotdog here on the harder/better point. Saying something is more difficult is not the same as saying it is better. PvP is more difficult for the reasons stated--the real person on the other side is capable of tactics the AI cannot match. Alternatively, a mob or npc can be set to be too hard for any tactics to overcome. Now which is better? Neither. If something is set to be too difficult, creating a case where the player cannot "win" it's definetely not better. How many people are soloing the Deathwatch Bunker?

PvP missions should pay better (better creds, better xp, better loot) than non, because they are inherently more difficult. Taking down a 1k HAM mob is like sneezing. Taking down a non-buffed player is still a risky proposition. How many meatlumps wear 80% composite and wield krayt scatters? That stranded imperial pilot isn't going to pop a neutron and guzzle a quart of brandy in mid-fight, but rhe other player might--might, that is. You never know...





Sun-Tzu  Jedi Knight
"I sense a plot to destroy the jedi..."

SBRD0C
Fri Jul 09, 2004 9:58 am
#424






HOTDOG wrote:





That would be like sayingPvEers are better and more moral people than PvPers becausethey have never killed* another PC.You don't believe that, do you?


*"Killed" is not an acurate representation of what is going down when an ingame character is defeated. To be killed is final, meaning the character is dead and can live no more.


In-game it means you might have earned some decay on your inventory, lost some buffsanda little game time but that's it. Except in the case of PvP where you don't have decay but you might be a little more humiliated and maybe even emotionally hurt that another player inconvenienced you in such a matter and most likely had fun doing so...


Again, harder. and that's without being called a noob.





I honestly hope no one ever seriosly tells me that they have higher morals than me because I kill PCs and they kill NPCs.. Morally its all killing I've seen 1 player games that disturb Moral Character alot more than SWG PvP on any level.... If you have a problem with killing one set of binary bits, why should a non-player controlled set of bits be different?




Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP

Istin
Fri Jul 09, 2004 11:26 am
#425

Well, if the all PvErs were willing to accept having a Super Battle Droid spawn on them

and follow them around the galaxy, and TEF you so you couldn't escape into a house,

all so they can have equal rewards...

I think we should let them. After all...it's only fair


Afew points:


a) to the person that objected to having to kill other people's characters....When the BH

takes the mission, they're consenting to the killing of their character. In fact, if they come

so unprepared that you CAN kill them before they kill you or run away and indeed initiate

the fight fully knowing what the outcome will be....I'd say it's a death wish and you should

oblige them.And considering that there really aren't many consequences assosiated

with in-game deaths as long as you don't taunt them and all, please don't compare this

to RL assisted suicide. It's not a good comparison.


b) The devsdesigned this game with the vision that PvP would be the pinacle of combat

content. Accept it. This will not change. It is part of their vision, and I should hope that

they will not change it. If you do not want PvP to have this role, go play City of Heros.

Player created content was intended to drive this game, not dev created content.


c) I know that only about a quarter of people who play the game read these forums.

However, this quarter seems to bean accurate cross-section of the people that play, other

than that the non-readers aren't as "hard-core" as the readers. Point is....it seems that

there are many more proponents for the idea that PvP deserves greater rewards than PvP.


d) Why aren't the PvErs crying over in the GCW forums about not being able to call an

ATST without being overt? That's forced PvP withoutthe same rewards....right?


e) Why do you need equal rewards when all you're doing is PvEing? So you can make

more credits? Do you even need those credits? What are you going to buy? All you need

is a decent gun, a decent suit of kinetic/energy comp which can be found for under 500k on

and server easy, buffs, and some decent/good food. PvPers need every credit they can

lay their hands on. For the 40% stun/80%+ comp (1mil+), krayted gun (200k+ MIN), skill

tapes, amazing buffs each time they die(up to 15k), anda large variety of foods that will be expensive because every last aditional point HAM buffs are needed to compete. Yes, this

is an "ends justify the means" argument. PvP costs more than PvE.



______________________________________________________________
Jagrond Istin, Imperial Captain

Master Smuggler
Teras Kasi Master
Master Gunfighter
majorslappy
Fri Jul 09, 2004 11:41 am
#426

sce33 said



While i belive whole hartley that the smuggler and BH professions need to be seriously revemped, i dont feel the community should have to cater to thoes smugglers who don't wish to enguage in pvp. You chose your profession, affiliation, guild ect...knowing the "risks" of the prefession before you start grinding the first point of xp.

____________________________________________________________________________


Why is it that PvP'ers always seem to want it just their way and no one else's. sce33. You play your style and let PvE'ers play theirs. This is a MULTIplayer game, not an "sce33 gets what he wants" game. You play as a PvP player. Good on ya. Let the PvE community have it's game too.


There have been many good suggestions in here on how to play both styles in one game. How about we ditch the judgements on people and move on into figuring out some good ways to make this fun for everybody?


If I want NPC BHs to hunt me, then let the Devs create that functionality. If you want player BHs to hunt you, you have it.





--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
majorslappy
Fri Jul 09, 2004 11:49 am
#427

Istin Said:



c) I know that only about a quarter of people who play the game read these forums.

However, this quarter seems to bean accurate cross-section of the people that play, other

than that the non-readers aren't as "hard-core" as the readers. Point is....it seems that

there are many more proponents for the idea that PvP deserves greater rewards than PvP.

__________________________________________________________


Istin,


Your numbers and assumptions are off. The number of neutrals in game is much higher than either Imp or reb coverts. The last time SOE published numbers, the neutrals were more than half the player population.


More likely, those who prefer an antagonistic, "in your face" style of confrontation are here in the forums. I would say that most of the PvPers I know are much more vocal about it than the PvE'ers. As a matter of fact, my experience here has been that the second a PvE player posts, he/she is inundated with messages trying to outshout them saying that PvP should be the rule of the universe.


Don't substitute loud and vocal for sound meaning and reason.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
silversaber
Fri Jul 09, 2004 4:18 pm
#428






Istin wrote:

Well, if the all PvErs were willing to accept having a Super Battle Droid spawn on them

and follow them around the galaxy, and TEF you so you couldn't escape into a house,

all so they can have equal rewards...

I think we should let them. After all...it's only fair


Afew points:


a) to the person that objected to having to kill other people's characters....When the BH

takes the mission, they're consenting to the killing of their character. In fact, if they come

so unprepared that you CAN kill them before they kill you or run away and indeed initiate

the fight fully knowing what the outcome will be....I'd say it's a death wish and you should

oblige them.And considering that there really aren't many consequences assosiated

with in-game deaths as long as you don't taunt them and all, please don't compare this

to RL assisted suicide. It's not a good comparison.


b) The devsdesigned this game with the vision that PvP would be the pinacle of combat

content. Accept it. This will not change. It is part of their vision, and I should hope that

they will not change it. If you do not want PvP to have this role, go play City of Heros.

Player created content was intended to drive this game, not dev created content.


Utter BS. I would like you to show me where it was posted that this is the case. I have been participating on the official SWGForums LONG before Beta was initiated, and have never seen this stated. And also, keep you idiotic "go play something else" statements to yourself. That has NEVER been a valid arguement on these boards, and it isnt going to start now.


c) I know that only about a quarter of people who play the game read these forums.

However, this quarter seems to bean accurate cross-section of the people that play, other

than that the non-readers aren't as "hard-core" as the readers. Point is....it seems that

there are many more proponents for the idea that PvP deserves greater rewards than PvP.


More BS. Just because a small bunch of PvPrs yell constantly and loudly, doesnt make them more numerous. Quite to the contrary, Neutrals far outnumber the combined numbers of Covert and Overt of both Factions.


d) Why aren't the PvErs crying over in the GCW forums about not being able to call an

ATST without being overt? That's forced PvP withoutthe same rewards....right?


Because the PvE players have long argued over how we are being screwed over inthe GCW with the Devs until we were blue oin the face, but they have basically ignored us. Believe me, alots PvE players are completly pissed on how we have gotten the short end of the stick with the GCW, contrary to what we were told before and even dureing Beta. But why keep yelling when it does no frigging good.


e) Why do you need equal rewards when all you're doing is PvEing?


Because I still maintain that PvE is no better and no WORSE than PvP, and thus we should get EQUAL risk mission with EQUAL rewards. The fact PvE has to tweek up a notch in difficultyto become roughleyequivelent is what I have been argueing on these boards.


So you can make

more credits? Do you even need those credits? What are you going to buy? All you need

is a decent gun, a decent suit of kinetic/energy comp which can be found for under 500k on

and server easy, buffs, and some decent/good food. PvPers need every credit they can

lay their hands on. For the 40% stun/80%+ comp (1mil+), krayted gun (200k+ MIN), skill

tapes, amazing buffs each time they die(up to 15k), anda large variety of foods that will be expensive because every last aditional point HAM buffs are needed to compete. Yes, this

is an "ends justify the means" argument. PvP costs more than PvE.

The end NEVER justify the means. Here or anywhere else. Your stateing that PvP requires far more credits is a rule that has yet to proven.







Istin
Fri Jul 09, 2004 8:42 pm
#429

b) If you are refering to the "vision" statement of mine....

Working on finding it...I knowI read something like this somewhere on these boards.

If you are refering to the point I have in red....

I figured it might be universally infered since they gave us considerably more freedom

in altering our environment and economy than any MMORPG to date.

As for playing something else....it's exactly what I and several others I know are doing

while we wait for the combat revamp. Some of the more recent games really are quite

good and I'd recommend a break since it seems several people are about to have brain

aneuyrisms (sp?) just from reading and posting on these boards.


c) I realized after I posted (and the following posts)that neutrals were probably significantly

under-represented on the boards. Still, that doesn't mean they don't duel or whatnot

every so often. And what about BHs? They might be neutral to stay out of the GCW,

but they're still prolly hunting jedi. Heck, they might be neutral just so they can hunt,

without guilt, light AND dark jedi.


d) ahhh, only been on the boards since december and rarely visit the GCW forums....Still,

doesn't this give you a hint that the devs might want PvP to be on a higher level than PvE?


e) See prior posts for relevant arguments, or beginning of my post to see what I feel the

equivalent of a surprise attack by a well-prepared BH is in PvE. Ends justify means in some cases, don't feel like arguing about this in a game.


btw, my PvP suit that I'm working on to give me the upper edge in PvP consists of a 1mil

comp suit, SEAs worth at least 50 million,2 million krayt geo blaster, 1mil nightsister

vk, 2 mil kraytDE10, 500k krayt Dx2, about 200k in foods and buffs are used every

time I PvP fora decent while (mainly base raids). This is used in PvP only, nevermind

my PvE costs so I can raise enough money to complete this suit.


So if you can come up with a 56+ mil credit inventory that you JUST use for PvE combat

......that's one point of mine that is absolutely wrong and should be retracted. And no, I don't

think you can decay 56mil worth of suits and weapons in PvE in the time it'll take me to decay

the whole suit and weapons.



______________________________________________________________
Jagrond Istin, Imperial Captain

Master Smuggler
Teras Kasi Master
Master Gunfighter
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