Smuggler Archive
Thread: Tiggs States: No Plans for Player to Player Smuggling
Orcajum wrote:
Ok, couple examples on WHY the playerbase deserves to be inconvenienced:
First, as people have already stated, I can't get buffed without a Doc, I can't get mind healed without an Entertainer, and I can't get weapons without a Weaponsmith. I am required to find out these professions to get what i want.
Beyond that, however, look at how inconvenienced SMUGGLERS have been in order to do our own jobs. I can't even make the tools i need to accomplish what little skills i have. I am required to utilize a Weaponsmith and an Armorsmith for the WUKs and AUKs so I can slice (which, it seems, is the only interaction the Devs believe Smugglers should have with another player). Without these necessary tools, the only "slicing" i could do would be terminals and containers, and only slicing containers is a social experience since group members don't receive benefits from sliced terminals.
Second, the devs didn't mind taking away the playerbase's divine rights a few months ago when Image Designers became the only people who could mitigate a player's stats. It was deemed then that, in order to make IDs a social, important profession to the general populace, they needed to offer them a skill players had taken for granted. Who's more iconic: Leia's hairsylist, or Han and Lando?
The fact is, there are ways to impliment Player-Smuggling in a manner consistent with the current development. If mass-market spices are entering the game through Smuggler missions, why can't other resources/loot also enter the game in the same manner. Let players search us out, contract us to take those same NPC missions for whatever "illegal" items they happen to need. Let us be the gateway for these "illegal" items to enter into circulation.
It's not much, but at least I feel like i'm doing something for another player, instead of continuing my role as the proverbial slice-monkey. I may not be moving another player's weapons, armor or spices, but i'm moving Something past Someone for Someone Else finally.
(plus, i thought my NPC Fence idea was cool)
I think what you say is strong as hell.
I also think that two VERY good thing will happen with this "lame" NPC smuggling. Smugglers won't mass produce spice. This will keep it OFF the bazaar and OFF player vendors for the most part. It will be more rare and most likely players WILL contact a smuggler for orders of spice. The smuggler will then smuggle/steal what that player wants and deliver it directly to the buyer. This seems pretty damn close to player smuggling if you ask me. You will have spices as rare and valuable. You will have players contacting smugglers for spice contracts.. which the smuggler scams/steals/smuggles to get to the player. A far cry from a player needing to ship a good to another player, but a close conversation to making player-smuggler interactions followed by excitement followed by delivery to said player "customer".
LukeBorgman wrote:
The trick with Player-to-Player Smuggling is that SWG needs new,value-added stuff, not new, hassle-added stuff. No new nerfs! A good Player-to-Player Smuggling system should be for some new advantage to non-smugglers, they have to contract with a smuggler. I don't know the answer but I know what's not the answer.
Player BH contracts on player smugglers is also not the answer. Hopefully, BHs will get skills they need to kill Jedi. That's their answer. Making Player-to-Player smuggling dependent on PvP is a bad idea unless the CU proves to be way more successful at balance than I imagine it will be. *cough* In SWG, player "Jedi" =Master Player Killer. *cough* ...but I digress.
Are there ideas out there that provide Player-to-Player smuggling that add new value/fun fornon-smuggler players instead of hurting something they already do?
SpinningCloud wrote:
Mought,
Umm...I think that is exactly what we are going to get. Spice was just used as an example and my impression of the In Concept post is that we'll get things other than just spice to smuggle and it too will be useful to players.
We can keep, use and sell the portion that is the reward or we can run off with all or part of it and risk BHS...NPC BHs and maybe one day player BHs.
I think this is a lot better than what we have now though I too want player to player smuggling. I just happen to agree with those that think any percievedinconvienience to the player base will be hard to get.
Orcajum's ideas about introducing other types of illegal items to the market other than spices but using that same fence system is really good, I think, and exactly the kind of thing we could go after with reasonable expectations of attaining. I also like Hotdog's idea about needing a smuggler to transport more than, say, a crate of spice at once; that'd be a simple change that wouldn't really hurt anyone but would result in the occasional smuggling contract. These are suggestions that could work, I think. Nice job, guys.
Message Edited by TomoRainer on 03-17-2005 11:26 AM
TomoRainer wrote:
By the way, can I just reiterate that I love this place? I'm saying stuff that I know a bunch of people are going to disagree 100% with me on, but I'm five-starred. An internet forum where people actually respect each others' opinions, it's like Bizarro World.
Sea Lab rules.
Now, back on topic. Yeah, screw the playerbase...I want to Smugglers. Devs are unimaginative! ROAR! ![]()
If a player needs spice, s/he WILL need to contact a smuggler to get some. Assuming that smugglers don't whore themselves out and do missions for hours on end just to stock a vendor, alot of players will need to go to smugglers firsthand to make a verbal contract with them on obtaining some spice/contraband.
This looks EXACTLY like the PC smuggling description that HOTDOG explains above. I'm not seeing too large of a problem here. Stone me if you want to.
There is also the glorified version of PC smuggling that will always be a wish, where highly illegal goods that players need to be explicitly shipped from one location to another is needed. Players can obtain it and craft with it, but cannot transport it. Add to that a real, law-enforced world. This is alot of work, and I pray that the Underworld expansion addresses this, but you people have to realize that players WILL contract you to obtain and sell them spice. That is damn cool to me.