Smuggler Archive
Thread: Top 5 responses from SOE
Jiggle -
The game isn't still in Beta - it is a wonderful game with lots to do. Most of the professions and even our profession works pretty darn good compared to most games of this style for the time it's been out. The only way you can compare this to another game is to look at them at the same time in their stage of development. EQ was still muddled in bugs and had huge wholes in content as well at this same point.
With that being said, the Smuggler profession and the Chef profession ARE still in Beta. These along with commando were never really done properly and couldn't even be fairly tested. Commando rec'd a concerted effort to fix immediately because so many power gamers wanted to be a commando. They still need some work also, though.
Do I wish that they had left smuggler out until it was better - NO! I still enjoy it and I'm glad I am at the top of the heap now. It will be much harder to master this craft in a few months. But...
San,
We have given hundreds of comments on what we want. Many of us are tired of repeating ourselves over ....and.....over....and over.....and.....over .......again. As many have said we have been stating these things since August. Threads on Underworld - threads on pistol mods, threads on spices.....I know you remember them. Do we really have to go through this excercise again? This is why those of use that have been working on Smuggler since the game started are so frustrated, tired, and skeptical. And, it's just like I said - we're after Chef! They haven't even started working on Chef yet and they won't work on us until the Chef overhaul gets to TC. - So - what - two months???? before we see any action. Why do threads now? that we've actually already done.....
What would be nice - would be a list of our ideas compiled into a couple of threads that we could all vote on - as to where we would like this to go. The Devs don't have to listen - 'cause we're a pretty creative bunch and tend to go off the deep end every now and then. But I know there were some really great ideas presented by some of our people - I also know that some of them have already left our ranks since their patience wore too thin. But the ideas were there.
Take heart brothers and sisters - hope springs eternal. The winter may be cold, but we'll get some love when the snow melts and before the first flowers bloom in the meadow.
Thunderheart,
Thanks for taking the time to respond. THIS is the kind of feedback I'm looking for, and it shows committment to making Smugglers work as a profession. I mean that sincerely.
Now, as to suggestions, you can bet I've got a few, but I'm going to save that for a different thread. Actually my ideas build off of existing systems in the game, and, while they require more content to be added, they use the existing architecture of the game (at least as I understand it). So, hopefully, they aren't "blue sky" suggestions in the sense of "I know! Make smugglers able to fly! Yeah! And make 'em...um...able to...uh....spit fireballs and...um...slice buildings to take 'em over as free residences and stuff!" ![]()
Anyway, just so you know, just seeing a red name in here is encouraging, and really DOES give me the belief that things can and will change. So, thanks for the response and rest assured, you'll get PLENTY of ideas from us. ![]()
Hey great to hear from you TH. ![]()
OK guys lets try and keep the ideas organized and in the threads I create. That way there easier to organize.
I read almost every thread in this forumSo startingup threads on your own is fine but remember to put a link to itin the main threads So it doesnt get lost on the back pages.
Guys this isnt going to happen overnight. They have now stated thatwe are in redevelopment that means serious coding. So lets try and be patient. I knowthats alot to ask but its really our only option if we want to seegood things happen.
Thereare alot of good ideas already and I will send them in on a regular basis for now lets just hang in there and enjoy what we have and look forward to the changes that will come.
Since chef is being redesigned, spices should be examined so that spices and food are complimentary / compatable/ on a level playing field. I fear that enhanced chefs will make spices worthless.
Make it so spice does not override / wipe out food buffs.
Reduce the duration of downers (through expirimentation), or allow us to redose spice when the downer hits so we can offset the downer with an upper.
Whatever happens to slicing (and IMHO, and I know I'm in the minority, weapon and armor slicing should not be changed - only more slicable items e.g. travel terminals shoudl be added) DONT MAKE IT SO Master smugglers put master slicers out of business.
Here is another unpopular idea: Dont touch underworld until the space expansion (SE). Smuggling should be related to the sapce travel and this line should be "reserved for future use" and redesigned when the SE is released.
Solo4114 wrote:
Thunderheart,
Thanks for taking the time to respond. THIS is the kind of feedback I'm looking for, and it shows committment to making Smugglers work as a profession. I mean that sincerely.
Thanks for saying so. The real challenge is that I genuinely want to engage everyone, but everyone = thousands of voices in bunches of forums.
The beginning of this process started with me learning the game again from scratch, inside and out. My time as a beta tester required this because after my break from the game, I had to relearn everything. Then I had to learn about how it works under the hood and I spent many many long hours doing that (and I continue to do that every day).
Then I had to work with Q and the rest of the community team to hammer out the details of the program and then set up the communication channels. Then I worked with Blair and the dev team to sit down and very earnestly go over 200+ debate items for 38 different game topics and it took me a while.
What I am doing now is reducing the paperwork and getting back to spending time on each of the forums. So in January, I've scheduled time to vist each profession so that during 1 week of every month, Im guaranteed to be in the professions forums mixing it up with you folks. Ill be setting up that schedule over the Holidays so when I get it done, Ill post it so we can get things rolling.
SanTsu wrote:
Hey great to hear from you TH.
OK guys lets try and keep the ideas organized and in the threads I create. That way there easier to organize.
I read almost every thread in this forumSo startingup threads on your own is fine but remember to put a link to itin the main threads So it doesnt get lost on the back pages.
Guys this isnt going to happen overnight. They have now stated thatwe are in redevelopment that means serious coding. So lets try and be patient. I knowthats alot to ask but its really our only option if we want to seegood things happen.
Thereare alot of good ideas already and I will send them in on a regular basis for now lets just hang in there and enjoy what we have and look forward to the changes that will come.
Sure thing San - - and thanks for all of your hard work.
This is all good stuff. When the Chef revamp hits TC, I want to have all the smuggler suggestions together so I can bring it to the development team, so we can get the very best implemented so we can make everyone pleased with their profession.
Thanks again and I hope everyone has a great weekend!
When i first heard of SWG and what was planed all i could think of was this will rock. From the begining I wanted to play a Sumggler and nothing else. I know everyone's crying to have there class either twicked or revamped and i understand that. The problem i see it that Smuggler's were never finish and it was stated when game was released. Why has nothing been done to finish the Sumggler class and other class's that weren't done to start with, instead of redoing class's that had all there tree skill lines finished.
I know of a few Master Smuggler's that have either droped the class totally or 2 to 3 skill line to pick up the prefered class lines. And from the Dev Tracker i see were suppost to get a revamp. Ok guys to us that mean were down the line a bit and you have want info from us. I've seen 4 month's of great info in the smuggler fourm. The Player that want to be true to there class either like more then a bone held in front of there nose.
Smuggler weren't finsihed to start with, why were we not finished before the Mounts, town, and velicles. All we want to know is when were going to get the same time put into our class as the other's. Give us an idea if were in the top 5 or the top 100.
Hi all,
what i like to see:
Ok its a little deeper change. First a little sorry for my bad grammer
. Pls read all, before you comment something. These changes must be all at once. One alone has not the effect it should be.
Firstly crafter and smugglers have at moment no reason to take a faction. Pls add some faction specific items, that can only be craftet and used by faction members. That can be Weapons, Armors, Droids, Buildings, Spices... .
- thats a reason for a crafter / smuggler to join factions
A smugglers slicing should be enhance to a third chance at faction items. The third chance he had is to be able to reset the faction flag on the item, so anyone is able touse it. Sothe firstroleplay factor is in this profession. Anyone can use this items, but only the faction can use the better (sliced) ones.
- this would add a smuggler aspect on the smugglers skill tree. Also a roleplay effect on the other side, without change the balances for the both factions. Faction items in faction hands will be better than in neutral or enemy faction hands.
Next thing is to addfaction scanners. A covered faction member should be uncovered by them if they move along at a radius of it. They should only placeable in player controlled houses and well known RP Faction places.
A sliced reflaggedfaction item (armor piece, weapon or droid) should be able to avoid this cover. Soalso a rebelwho has weareda reflagged item can go to points he never seen without them.
- this will add a roleplay effect without missusing of oversliced enemy faction items. So a covered rebel can spy in a imperial city or a imperial crafter can look into vendors of enemy factioned vendors
a smuggler should be able to buy things at enemy factioned vendors.
- This would also addmoreroleplay to a smuggler.
Greetings Nicola
SanTsu:
I've been reading a few of the other profession boards and they were a lot more informative. I'm curious, could you repost the actual responses to our top 5? The summary you gave really doesn't give me any insight on what the developers responses were, just your own filtered opinion on them.
1. Smuggler Mission Terminals
This is a no-brainer. Missions should involve danger, sneaking around, and movement of contraband, among other things. Many fantastic ideas have elaborated on this for ages on these boards on to how then involve:
2. Bounties on Smugglers
From player (or NPC) Bounty Hunters...be it a failed taken mission (from #1), or numerous failed missions, etc. The Bounty Hunter/Smuggler relationship is natural, and can be implemented.
3. Unarmed
Either remove this as a prereq for Smugglers or (I prefer this approach instead) incorporate it into the skill tree. Smuggler-type, dirty moves like eye gouge, crotch kick, etc. Maybe a brass-knuckle-type weapon cert. Again, these ideas have been posted numerous times on these boards before, but since the request has been made by TH for easily implementable items, might as well collate them here.
4. Skill mods/Master box viability
Too many great ideas posted already on this, but...*anything* would be an enhancement in these areas, as currently there is Jack and Squat that we get in this sense.
I know there are far, far more ideas out there than these, but best I could do before I've had coffee.
Im a bit of a noob having the game just over a month and picking up smugging a little over 2 weeks ago.
pistol xp, if im gonna get 2 million xp I want to use more pistols or have a smuggling pistol.
slicing, im on a new server full of people who dont trust anyone, there must be someway to tell the customer what and how much gets sliced, half them cant talk english never mind use a calculator. Id like to see some mark on a wepon or armour to tell that its been sliced AND how much mabye on examine a gun it could say somewhere S13 or D31 indicating speed to 13% or damage to 31%
take away /delegatefaction from everyone who is not a smuggler, make it our skill.
when u say smuggler I think fast vehical or fast ship, give us abilty to slice our own bikes for more speed, mabye at the cost of maintinance.
fix FD, its usless to me.
give a master something big, mabye a reslice on a crap slice with the chance it will go lower, or the ability to pick speed or damage. (slicingmy ownkrayt pistol to speed made me cry tears)
slicing terms to get more cash for missions...... has this changed in anyway from lvl1 slicing? i cant see it, improve the % as it goes up to lvl 4 slicing.
all i can think off right now.
BibleJohn
How about giving us something simple (ok, its out of place here in a complete revamp discussion but still).
I would love to have a /donatetofaction command, I am getting a mean case of RSI out of selling faction points, today a rich crafter wanted to "secure" sufficient imperial favour to be allowd a base and some defences. I was clicking away for 3 hours (auch)
A simple command would make that a lot easier. maybe make 2 abilities, donate1&2 (for 10 and 125fp buys) that we could hotbar... please for love of my wrists...
See, that is easy, and adds on to the current system. This should be easily implemented (or maybe just tell us about it if it allready exists..)
Mitri
That is what they told me thereare no details to give you.