Smuggler Archive

Thread: Smuggler Profession Summary for the Devs.

yimaz
Fri Jun 04, 2004 6:59 am
#40






yimaz wrote:





VooDoo27 wrote:

That's exactly it. The Devs went to the well too many times. I think this community is just tired of the lack of communication and misinformation.






Does SOE work for the U.S. Government?....with the level of misinformation and lack of open honest communication I swear old DonaldRumsfield or **edit** Chainymust be runing SOE on the side.




LOL, OMG they edited Mr. Chainy's first name, how funny.




Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Shrendyc
Fri Jun 04, 2004 7:02 am
#41

They can kiss my @ss.



"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. "
ewokkillah
Fri Jun 04, 2004 8:50 am
#42

I know that you guys are angry but this doesn't sound like an unreasonable request. What they are asking for is the some of info that we already provided in a useable format. They want a concise summary in 1 to 2 pages.


Put your place in their shoes. If you were on the dev team, would you want to have to read 300+ pages or 1-2 pages to prepare for a meeting to discuss the direction of the smuggler and plans to make the changes? I know I would rather read a 1 to 2 page summary and I'm sure most of you would too.


Let's put it another way: do you really want the devs spending their time reading 100 page documents for 33 professions or would you rather have them spend their time actually coding?







Michi Mi'i
Stalker of Hypocrites (retired)
Shrendyc
Fri Jun 04, 2004 9:02 am
#43






ewokkillah wrote:

I know that you guys are angry but this doesn't sound like an unreasonable request. What they are asking for is the some of info that we already provided in a useable format. They want a concise summary in 1 to 2 pages.


Put your place in their shoes. If you were on the dev team, would you want to have to read 300+ pages or 1-2 pages to prepare for a meeting to discuss the direction of the smuggler and plans to make the changes? I know I would rather read a 1 to 2 page summary and I'm sure most of you would too.


Let's put it another way: do you really want the devs spending their time reading 100 page documents for 33 professions or would you rather have them spend their time actually coding?






Its unreasonable when it's been provided at least 5 times in the past. Its unreasonable to announce a delay back to publish 11, have us work on a revamp document all this time with the understanding that we are to get a good revamp, then still expect us to play ball with them when they now have pushed us off indefinately. Which, I may remind you, we discovered only through an accidental posting of a SOTG message which is no longer visible, because they are cowards. We are not supposed to know about that yet. So in my mind, we've been doing all this damn work, and looking forward to something they've been promising since August, only to discover that once AGAIN, we get shafted. Look at Electricnomads post outlining all the times they have said they would deliver, that we were next, that we were going to get fixed, augmented, etc. It's worse than listening to politicians during an election campaign. So to ask us ONE MORE FREAKIN TIME to give them something that we've already given them several times in the past is just - beyondinsulting. And the sad fact is, we'll provide it in a vain hope that something good will come of it, that maybe this time will be the time they follow through,and we will STILL get pushed farther back. There is no way it will change. Just look at the history. So when they ask me to help with something, the answer from this smuggler is a resounding HELL NO. It's time the developers did the work they get paid to do. Not to mention, the initial revamp doc they provided us was not even a shadow of what was given to them by us, which is further proof that they don't listen, they won't listen, and so why we shouldn't bother wasting the energy and time.




"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. "
yimaz
Fri Jun 04, 2004 9:03 am
#44

Smuggler Content

1. player smuggling



a. Simply make the scans better and the troops stronger forcing people to need a smuggler in there group. The crack down would work if it were a true crack down.

b. make more itemslike high end resources and special loot very veryillegal items that never make it off planet with out a smuggler moving it.

c. Sensor Deception: An actively used scanner avoidance skill that would allow smugglers to avoid scans and show up as a blue dot on radar. Passive skill sharing would still applicable to group members.


2. Smuggler bountys


a. If you keep or fail an NPC mission you are a target for the bounty hunters.

b. If you fail in a smuggler mission for a player you become a target as well.

c. Rozhloklightningskull/hotdog/vampirerobot all have great idea's on how to make it work.


Smuggler skill tree's


1. text updates


a. fill in the missing text.


2. Spice re-vamp


a. New Spices: A total revamp of the spices needs to take place to make them viable in an economy ruled by chef food and buff packs. New spices can be added for Master level, and all spices should not be replaceable by a newer version.

b. **AND/OR** Have Smugglers transport spice in an active, content oriented way, as opposed to producing it. Smugglers would be the middle man between criminal NPC factions and the player base allowing them to "purchase" spice from the NPC and selling or delivering it to the player base.


3. Slice re-vamp


a.More Items, here is just one of many examples- slice bounty hunter terminals and remove jedi and smuggler names. Leave room for eror so if a smuggler fails he to will be added to the BH term as well.

b. Slicing Changes and the Addition of a Slicing Modifier: proposal to implement Slicing in a similar fashion to crafting with experimentation points replaced with slicing points. Scaleable number and types of items to slice based upon skill.

c. Slicing Tool Certifications: Re-cert FAN’s and Clamps to Novice and Slicing 3 respectively for use, not crafting to encourage a FAN economy for up and coming Smugglers and prevent the abuse of using Clamps all the time.

d. The Smuggler's Personal Weapon: Gives the smuggler the ability to experiment on their own weapon instead of slicing it to possibly greater affect and access to a broader range of modifications. What can be modified and by how much is dependent on skill level.


4. Under World re-vamp


a. givethe a"Smuggler Language" that only we understand

b. We need to make language useful in this game, one way is to tie language in with mission terminals. JTGAlpha has a great idea on how to do this, but it is not outlined here. Possibly make languages cost SP’s.

c. temporary name change's

Under World1 - 2 bogus names, name change lasts 5 min.

Under World 2 - 10 bogus names, name change lasts 5 min

Under World 3 - 20 bogus names, name change lasts 10 min

Uner World 4 - 30 bogus names and faction mask, lasts 20 min

Master - Random name change and faction mask that lasts for 1hr. Thiscould be a craftable ID card by smugglers that would allow the smuggler and possibly other players for the purpose of faction avoidance and deception. This could also be usable in the "visibility" system for smugglers to be able to be put on BH mission terminals.

d. Connections: This represents the smugglers connections in the Underworld. This could be applied when running smuggler missions or avoiding Bounty Hunters by using a checkpoint system within various planets and cities (a sort of safe house) that could temporarily turn the smuggler into a blue dot, or clear a TEF for a limited amount of time based on skill level.

e. Fast Talker: This skill allows a smuggler to avoid a combat situation by talking his way out of it. Success would cause an immunity to faction and contraband scanners for an amount of time enough for the Smuggler to get away. Success based on skill and possibly the delay timer could be scaleable by skill level as well.

f. Sell Faction: Allow an increase in the FP limit per transaction.

g. Opportunist: Grants the ability to trade with all players regardless of their faction status.

h. Purchase Faction: Create the ability to purchase faction from more faction types. These would be criminal factions only, and would tie in well with the spice transport system. This could be based on a "trust level" that would work similar to rank and determine the exchange rate.


5. Dirty Fighting re-vamp


a. Smuggler's Luck: This is a stackable Dodge modifier based on level of the Smuggler and applicable to the entire group. It is stackable between multiple Smugglers within the same group.

b. Resilience: This skill provides a reduction in Poison, Disease, and other State based effects due to the smugglers exposure and a built-up immunity. This would also be applicable to spice downers.

c. Feign Death: Allow FD to be a scaleable skill that has different effects depending on the smugglers skill level. Also un-nerf it to recreate it’s usefulness against mob AI in the new system, the mob memory is way to high.

d. New Combat Skill: Create new combat skills for the DF tree. If possible maybe all the DF skills could be used with both a pistol in hand and unarmed to show our versatility and to honor the prerequisites of the profession. These new skills could have 2 unarmed skills and 1 new pistol skill at master.






Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

yimaz
Fri Jun 04, 2004 9:07 am
#45

this short version was dont a month ago and based on info from all the threads so almost a year old. We are getting tried of doing it over and over and over



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

Ipseck
Fri Jun 04, 2004 9:09 am
#46

I'm just curious.. Can any other hybrid profession's skills be summed up in 2 pages?





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
IanDarke
Fri Jun 04, 2004 9:14 am
#47

/puke



MacKensie Thorne


Master Ranger / Tera Kasi Artist



Eacham Graeme


Master Smuggler / Tera Kasi Artist/ Master Pistoleer



Xeranx
Fri Jun 04, 2004 9:22 am
#48

I refuse to put work into fixing a profession for them that wasn't even properly tested in beta. They neglected it then and they've neglected continuously. Everyone here put in some very hard work coming up with ideas and such and everytime we submitting it in an acceptable format we got a: "Can you give us a list of what you want smuggler to be?" response. This is each and every time folks.


Like the other poster said...it's beyond insulting to come back and ask us to do their job for them after we've done it times over and d.a.m.n. them if they try and blame us for smuggler not being what it should be.







Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
VooDoo27
Fri Jun 04, 2004 9:26 am
#49




ewokkillah said:


I know that you guys are angry but this doesn't sound like an unreasonable request. What they are asking for is the some of info that we already provided in a useable format. They want a concise summary in 1 to 2 pages.


Put your place in their shoes. If you were on the dev team, would you want to have to read 300+ pages or 1-2 pages to prepare for a meeting to discuss the direction of the smuggler and plans to make the changes? I know I would rather read a 1 to 2 page summary and I'm sure most of you would too.


Let's put it another way: do you really want the devs spending their time reading 100 page documents for 33 professions or would you rather have them spend their time actually coding?




Last time I checked they were getting paid to do their jobs and we were paying them. I don’t think it's right to put this on your shoulders or that of the player community after we've contributed as much as we have. Like I said in an earlier post, if 9+ months and thousands upon thousands of suggestions from a multitude of players isn’t enough...then there are other problems.






atoy fimu
~ Master Smuggler~
~ Master Pistoleer~


TeepoJedi
Fri Jun 04, 2004 12:11 pm
#50

Most of the proposed changes sound great. Here are a few things i'd like to see as well.


Slicing- Allow us the ability to slice the AP on a weapon. The ability to slice existing skill mods. So ifa weapon has a +5 accuracy and speed on it, you could slice those numbers up. Of course the key is trying to find balance in the different aspects of the slicing skill. If you could slice 6 different things on a weapon but everyone always does damage or speed because its the "best" thing to slice, having the option to slice the other 4 is pointless.



Personal Weapon as it relates to slicing- Allow a smuggler to slice each aspect of his weapon with a chance to make the weapon unusable as penalty. So I slice my damage no problem, then I want to slice my speed, but there is a 50% chance the weapon breaks and becomes unusable, lets say I manage to slice speed and want to slice the AP, now there is a 90% chance it breaks, ect.. You get the idea. High reward High risk method. Plenty of ways to balance it also, for example the first slice can be up to 35% increase, but lets say the 2nd slice you do on speed caps at 25%, ect..



Vosjo Ill-vec


Starsider



MyrddinSidhe
Fri Jun 04, 2004 3:00 pm
#51

And the sad thing is, I bet TH is reading this and feeling like Marie Antoinette. "All I said was, "Let them eat cake" and they send me to the guillotine?"


I haven't even put any work into those docs and I'm angry.


/tips hat to all the hard work put forth by the smuggler community.





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{This Space Intentionally Left Blank}
BigZak
Fri Jun 04, 2004 3:14 pm
#52

Caylin please don't burn out....and as far as I have seen on the forums you guys have put in the most detailed, most thought out, ideas for excellent game play out of any of the forum professions, period. If they can't get a clue from what I've read on stuff people have posted then they never will. But of course, I will still be a smuggler when and if ever, the profession gets the lovin' it deserves.

Violet Vette, Radiant
ex-commando, creature handler, combat medic, now a proud, but useless Slicer, Fence, Pistoleer, Master Medic

And no I did not grind for Jedi, I did those professions for fun.
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