Smuggler Archive
Thread: Smugglers you are no more! You are NOW Officially known as Enchanters!
maxtheusher wrote:
yimaz wrote:
maxtheusher wrote:Yes don't hit the bong, be tender with it, it's your friend.the New Smuggler Trees....+1 point of Lung control in each box, +5 at master <---forgot about thatGrinding The smuggler learns how to grind his spice to achieve a better burn- Schematics granted: level 1 - scissorslevel 3 - wooden grinderMaster - aluminum machined grinderBong-making the Smuggler learns to craft better bongslevel 1 - soda can - makeshiftlevel 2 - clay - artisanallevel 4 - gravity and water - advanced makeshiftMaster - 7 chambered glass and acrylicPacking A smuggler learns to optimize the spice experience through his bowl-packing skillsRolling Sometimes a bong just isn't what you're after. Puff Puff Give.level 1 - basic roll (need machine for this)level 3 - free hand rollMasterTier 4 - blunt roll
Master - The Fatty: You both forgot this. /shame /puff /shotgun
DrevenStrobe wrote:
I'm more of a Talon Karrde or Booster Terrik fan, myself. - fanboy
(jk)
You might want to actually read what the Devs post before posting in ignorance in the future.
DrevenStrobe wrote:
Not to flame...but Han Solo is not the end-all / be-all Smuggler role model for some of us.
He is the only one in the Movies. Thats all I care about. You can keep your EU BS.
The Smuggler profession should not be tied down to JUST one specific weapon because that's all you saw someone use in the movies. Smugglers are a diverse group of people, and should therefore be able to diversify their skills.
I never said that Smugglers shound be tied down to one weapon. But, the most prefered weapon by Smugglers and other criminals is a pistol blasterbecause its easy to cary and hide if necessary.
You wanna be a Han Solo fanboi? That's your perogative. But it ain't my cup of tea. Sure, I like Han, but despite popular opinion, he is NOT the first example I think of when I think of Smugglers. I'm more of a Talon Karrde or Booster Terrik fan, myself.
Like I said, you can keep your EU BS. If it aint in the movies, it aint cannon.
Anyway. If you would like to continue your ranting feel free. The truth is, it ain't changing, so either learn to live with it, or move on.
And you might want to read Blairs Blog sometime soon:
Greetings...
Welcome to Blair's Blog on Combat Upgrade (CU). Every few days I'll give you a unique insight into what's happening with CU, what the next step is, and respond to some of your questions.
A note: Nothing here is set in stone. There will be changes based on design philosophy, playtest experience, and your feedback.
First, we posted the first of the combat upgrade documentation last Friday, and the thread is over 110 pages last time I checked. That's a lot of feedback!Thank you!Thunderheart and Tiggs worked to compile the thread into the top points for me, and I'll be responding to it over the next few days. We're also working on releasing additional documentation so everyone has a better understanding of all the changes. Expect to see more shortly.
An answer to an important question: Why are we doing combat upgrade? Many people are upset by the scope of the changes we are making. Many folks feel like the proposed changes will significantly change something they love. I understand. So why are we moving forward?
The answer is that the positives will outweigh the negatives when it is all done. Think about the original design of CU and how it was going to work.
- Players will have 3 pools: health, action, and mind.
- Players will have special moves that can do special actions on one or more of these pools.
- Professions will generally be better at targeting one of the pools overall.
- Players will expend points to execute special actions.
It's the last statement here that is the problem. Essentially, we are in a situation where you must do damage to yourself in order to execute special actions! Compound that with the following points:
- Players can wear armor where over 90% of damage is mitigated.
- Players can receive buffs that increase their overall health by more than 100%
- Crafters have created weapons where many weapons operate at their maximum rate of fire of once per second.
So, we are in a situation where some players must kill themselves in order to execute specials. Additionally, lots of players mitigate over 90% of the damage applied to them. How can we balance content and makecombat fun when this is the case? If we gear toward the "with armor folks", everyone who doesn't have armor gets slaughtered. If we gear toward "non-armor folks", people with armor walk through the game and have no challenge.
We want to completely upgrade and improvethe combat systeminside a livegame and replace it with something that will be more compelling, offer more choices to more people, and ultimately be more fun for everyone. If we aren't making the game more fun, then we are not living up to our commitment to our players -- this is a game after all.
On to the Questions of the Day: Questions you asked over the weekend based on the document we published Friday.
- What's going to happen to all the existing items?
- We are going to convert all existing itemsto what they need to be. In some cases, the functionality of an item no longer exists, so we will adapt it to make it useful under the new system. Stims (Stimulants) fall into this category. Many of you are concerned about weapons. In many cases the speed and damage values of your weapons will change. As part of the conversion, we are maintaining the scale of all the weapons across the servers. This means, that if you had one of the most powerful weapons on the server before CU, you will still have one of the most powerful weapons on the server after CU. Though it is likely the stats will have been altered.
- Is combat level going to vary by profession, implicitly recognizing that some professions are more capable than others, or is the intent to have all combat professions be roughly equal in value (though obviously different in execution)?
- The answer is the latter. All combat professions will be roughly equal in value, though different in execution. Note that I'm not saying all professions will do the same damage per second. There will be variations across professions but they will be balanced.
- Will we be getting detailed information about the skills before we re-specify how we want our character's stats redistributed (respec)?Or, will we get a trial period (say, a week or so) when we can re-spec at-will to try everything out?
- We realize how important this issue is, so let me say what we hope to do, and add the disclaimer that we haven't done it yet, so it maychange. We are currently working toward the idea that you will have time to play with your new skills and have the option of trying out different combinations. We don't know how long this will last, but I like your idea of letting playersexperiment with different iterationsfor a week before needing tomake a final choice.
- Entertainers in the CU... Is the intent for entertainers to havean actual combat role?
- Personally, I am not for this. I am of the belief that one of the gems of SWG is that we have social professions that have the ability to be successful without resorting to combat. There is no change to this philosophy from a CU point of view.
- Please keep the particle effects sensible for the Star Wars universe. The Death Star had a big special effect for winding up a shot, but not much else did.
- This is a difficult balance. We all want cooler,more compellingeffects, but as you point out we don't want "magic" for the game. It's a delicate balance, one we are trying to protect.
What are we doing today: We're gearing up for our next playtest which will be a mid level adventure fighting all manner of Tusken Raiders. We've got our base round of AI changes complete. Our AI teams of Matt Bogue, Pete Warner, and Jeff Freeman have worked hard to rework lots of the existing AI and take it to the next level. In a future update, I'll describe some of the inner workings of how AI actually works behind the scenes.
For today, they will finish the work needed to get AI special attacks in the game. This is slated to be done today, with a pass on adding the healer and grenadier types later this week.
That's it for today. See you next time.
Blair
Producer
silversaber wrote:
DrevenStrobe wrote:
Not to flame...but Han Solo is not the end-all / be-all Smuggler role model for some of us.
He is the only one in the Movies. Thats all I care about. You can keep your EU BS. - well good for you but the fact remains there are more types of smuggler out there then just Han.
The Smuggler profession should not be tied down to JUST one specific weapon because that's all you saw someone use in the movies. Smugglers are a diverse group of people, and should therefore be able to diversify their skills.
I never said that Smugglers shound be tied down to one weapon. But, the most prefered weapon by Smugglers and other criminals is a pistol blasterbecause its easy to cary and hide if necessary. - ummm shot gun tommygun..shall I go on? Smugglers and criminals use what ever gets the job done
You wanna be a Han Solo fanboi? That's your perogative. But it ain't my cup of tea. Sure, I like Han, but despite popular opinion, he is NOT the first example I think of when I think of Smugglers. I'm more of a Talon Karrde or Booster Terrik fan, myself.
Like I said, you can keep your EU BS. If it aint in the movies, it aint cannon. - lol, ever been to the Star Wars main site you might be suprised to see some EU is cannon Jr.
Anyway. If you would like to continue your ranting feel free. The truth is, it ain't changing, so either learn to live with it, or move on.
And you might want to read Blairs Blog sometime soon: - ummm we did you might want to re-read it...wait never mind it will just get you all pissed off again.
You might want to actually read what the Devs post before posting in ignorance in the future. - ROFLMAO you are clueless go cry in another forum and stop using green.
Message Edited by yimaz on 03-30-2005 06:44 PM
Mentski wrote:
What do Mezzers do - help avoid "entanglements"
What was Han hired to do?
To wash the windows on the Death Star...but he got sidetracked looking for window wash and ran into luke and Obi-wan.
or maybe the words "We would like to avoid any imperial entanglements"
one or the other ![]()
Mentski wrote:What do Mezzers do - help avoid "entanglements"What was Han hired to do?
Seduce women. That's all he pretty much does for all three movies. It's all about style and the ladies.
I'm liking the look of the CU so far, but even if I weren't, I'd at least test it out before going nuts on it.