Smuggler Archive

Thread: Ok, problems and solutions. No time to waste!

Hobbs_Nguyen
Tue Jul 13, 2004 8:10 am
#53

Wait wait. If Q3PO said that they're dedicating a designer to us, then how can we suddenly get a contradiction that GreenMarine is working with us in his own time? Why're we getting two conflicting stories here?



Hobbs N'gu'yen
"You know that burning sensation a smuggler gets every now and then? That's a Jedi, boning you up the arse with his lightsaber." - Publish 9: Secrets of the Force

Marksman: 0/4/0/4
Brawler: 4/0/0/0
Artisan: 4/0/0/4
Smuggler: 0/4/1/1
Weaponsmith: 0/0/0/0
WayneInAustin
Tue Jul 13, 2004 8:11 am
#54

I'm having a couple of problems with the terminal slicing suggestions. I dont think a sliced
terminal should stay that way indefinitely, or even necessarily for everyone in the group.
I think about the large solo groups and I imagine a smuggler slicing the terminal and not
taking any missions while 20 people reap the rewards. If the "everyone in the group" idea
comes to fruition, then I think the terminal should stay sliced for a fixed amount of time,
maybe 30 seconds. Enough time for the slicer and his buddies to
see at least 2 or 3 screens, maybe more.




____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Shrendyc
Tue Jul 13, 2004 8:41 am
#55

Look at the date on the quote. September of 2003. This was an old quote to show just how much we've been promised, and how much has actually been delivered. For a complete history of what's been occuring to the smuggler profession, please read electricnomads history. I believe Caylin has it linked at the top.


Didn't mean to derail the thread, Caylin - sorry about that. I just findthe instantaneous deadline imposed on you to be mildly amusing and beyond insult. I started to read what you've put together, and had many thoughts, ranging from "I've read this somewhere before" to "Here we go with this tripe again from the developers."


You've been doing a great job, Caylin. But with this new open and honest communication that we supposedly are getting, I find it confusing that you are being told for the second time not to tell us what's going on. First the spice downer stealth nerf, now this document scramble, which, I might add, has been done ad nauseum. We keep going down this road, only to get crushed at the end. What is the point? None of these issues have changed since the last time, certainly. We just have a few more things to add to the list.


Please return to the topic at hand, everyone - don't mind me. Just an old, grizzled and jaded smuggler muttering into his beer in the corner.



"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. "
Hobbs_Nguyen
Tue Jul 13, 2004 8:48 am
#56

It's called smoke and mirrors. They're attempting to create the illusion that they're actually going to do something that benefits us by asking us for information on what we want and imposing a sense of urgency in needing that information. But a magician never does the same trick twice, to keep the mystique about it. Unfortunately, we've seen this rabbit pulled several times and its lost all the charm it had the first time.



Hobbs N'gu'yen
"You know that burning sensation a smuggler gets every now and then? That's a Jedi, boning you up the arse with his lightsaber." - Publish 9: Secrets of the Force

Marksman: 0/4/0/4
Brawler: 4/0/0/0
Artisan: 4/0/0/4
Smuggler: 0/4/1/1
Weaponsmith: 0/0/0/0
UncleScrewtape
Tue Jul 13, 2004 10:23 am
#57

Caylin, Great Job.


Just a small suggestion if there is still time,


Instead of a complete "Spice Revamp", why not tie the spice tree in with the Bio-Engineering class.
Right now every Bio-Engineered tissue has an open slot for a Research Component, and nobody knows what they are. If they have not already been introduced to the game (only the dev's would know) Why not just link the 2 databases together. Seems like a small programing job job and mostly documentation. This way all of our spices are now somewhat useful and a GreenMarine can spend his time on the other items listed instead of a complete spice revamp.


It builds player interaction and gets our factories running again. An example would be Shadow Paw improves the Bio-Tissue that makes Dance/Music Wound treatments.



Just a thought.
Sorry if this was discussed before still have a weeks worth of reading to do.



___________________________________________________
Your affectionate uncle,
- Screwtape

Master Smuggler, Middle-man (Looking for work - Will find deals for food)
No current vendors
Hobbs_Nguyen
Tue Jul 13, 2004 10:39 am
#58



Shrendyc wrote:
Look at the date on the quote. September of 2003. This was an old quote to show just how much we've been promised, and how much has actually been delivered. For a complete history of what's been occuring to the smuggler profession, please read electricnomads history. I believe Caylin has it linked at the top.
Didn't mean to derail the thread, Caylin - sorry about that. I just find the instantaneous deadline imposed on you to be mildly amusing and beyond insult. I started to read what you've put together, and had many thoughts, ranging from "I've read this somewhere before" to "Here we go with this tripe again from the developers."
You've been doing a great job, Caylin. But with this new open and honest communication that we supposedly are getting, I find it confusing that you are being told for the second time not to tell us what's going on. First the spice downer stealth nerf, now this document scramble, which, I might add, has been done ad nauseum. We keep going down this road, only to get crushed at the end. What is the point? None of these issues have changed since the last time, certainly. We just have a few more things to add to the list.
Please return to the topic at hand, everyone - don't mind me. Just an old, grizzled and jaded smuggler muttering into his beer in the corner.





Looking back upon electricnomad's posting of our profession's development history (which is no longer stickied and probably should be), I would say that this is a familiar whirlwind of empty promises and half-truths. The developers have really done a lot to earn our enemity. Hopefully, this document actually does us some good. Yes, we are asking for a lot, but they haven't really given us much to begin with. We're past due for this change and at this rate, I really would like to see some sign of good faith, other than asking us for feedback which we're not even sure is being taken into consideration. I'm currently taking the wuss way to Master Smuggler and going about it honestly, and if I haven't seen anything in the way of improvement, I may just drop off.

And given the pistol XP requirements for the profession, it'll be a few months before I reach Master Smuggler.



Hobbs N'gu'yen
"You know that burning sensation a smuggler gets every now and then? That's a Jedi, boning you up the arse with his lightsaber." - Publish 9: Secrets of the Force

Marksman: 0/4/0/4
Brawler: 4/0/0/0
Artisan: 4/0/0/4
Smuggler: 0/4/1/1
Weaponsmith: 0/0/0/0
RylanStorm
Tue Jul 13, 2004 10:51 am
#59

Languages - I'm going to move it around a bit, but I think I'll keep it largely how it is.


Don't get me wrong Caylin. I love the idea but I don't think we'll get it past the player base. At that point I think it's best to soften the blow in compromise before it's slammed by everyone out there scared of losing the 9 points they need to master their template.


The Jawa mini-trash game -Repair what? Everything in this game is easily repaired and/or player driven. Lets keep it that way.


Well it makes no sense for smugglers to be fixing things like that, but if we're going to talk to Jawa's we may as well get some benefit out of it. So perhaps Jawa's should repair our vehicles for less cash then at standard garages. And perhaps they should give smugglers a small bonus to armour repair, and weapon repair. ( Nowhere near along the lines of what an armoursmith and weaponsmith should expect, but something )


Slicing in Dungeons - I essentially say that in the first part.


You did and I apologise. I was skim reading in an attempt to get some ideas in before I went to work.


Sliceable items - Not fond of those too much myself, but ok. None of those sounds like something a smuggler would do to me though...


The reason I add them in is that I'm sure if a smuggler uses something, and it costs money, he will try and find a way of saving that money. So whereas slicing a harvester doesnt seem like a smuggler thing it would save cash or produce more minerals, and that is a smuggler thing.


In truth the whole slicing thing is not something a smuggler would do. It's just something Han Solo did with his personal DL44. But since they have made smugglers the hackers of the universe, I feel this is viable.


Removing the ability to slice knives and swords- No.


Are the average player still using swords and knives? I was under the impression that the majority went on to vibro type weapons which would involve wires. I'm just completely unsure how a smuggler would increase the damage of a wooden pole.


Fans and Clamps - Let's see what they come up with for our revamp, I'd like to hold off on this.


I was under the impression that this list was for our revamp?


Armour colouring - No. If anything, color changes belong to other professions. It does not belong on smuggler.


Guess so. Im just getting to the point of trying to snag anything I can for the profession.


Unarmed fighting. - #1 No


My concern is that with the new 3 second timer on changing weapons it is clear that I am not supposed to mix and match my skills during fights. This means that any new unarmed skills added to the tree are essentially wasted for any of us who aren't triple masters. Now I appreciate that this is the same for pistol moves added for TKAs with no pistoleer but the truth is that we all knew it was a pistol based profession some time ago.


I'm much more in favour of the idea of letting us choose which weapon we wish to use and having dirty fighting be extra moves. At this point it makes no sense for unarmed to remain in the tree. I don't know where GM wants to go but I heard talk of allowing a person to pick from a list of pre-reqs and I very much like that idea.


Watching Last Samurai. - I haven't decided yet.


Watch The Last Samurai. Best film I've seen all year.




__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


JamesHighwest
Tue Jul 13, 2004 10:52 am
#60






Smuggler_Caylin wrote:




Slicing:






Players giving items to a smuggler to slice is wide open to griefing by dishonest smugglers.




    • Solutions:

      • Introduce a trade window similarly used by Image Designers. We are paid after a slice for the customer, without their equipment at risk ofbeing stolen.






I'm against this, personally. The risk promotes the player to find a trusted smuggler to work with. Plus, what happens if the customer cancels a slicing window? I'd be curious as to how you see it working if the devswere to go ahead with it.



…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


Bamsee
Tue Jul 13, 2004 11:07 am
#61

Thoughts of adding/changing:

Underworlds Language Comp. Redo the whole system to where langauges can not be learned. In place of this add necklaces that are translator devices. These require batteries (only if lenght is much longer then is now) This device would allow any language to be understood, other then non verbal languages such as lekku) when worn. When not worn this brings back the ability to see in chat windows all languages in their orginal form. This will bring bad a much needed boost to the overall feel of the game. I personally only know langauges on my Smuggler account because he learns them. My other account I leave open when comes to languages so when running passed people I can see their langauges and feel much more in the Star wars Universe.


Slicing:

Make non changes to improve Slice IV skill box. Look at all other crafting professions and you will be able to answer this yourself. No one goes to a non master for their craft work in any profession. Slice IV people already have a close range for slicing of just 4% less on max slices from a Master Smuggler. This is by far close enough for them. By increasing Slice IV people in skills you give away what little is earned at master level which is another 3 full skill boxes. This is very unbalancing along with being unfavorable for those who actually commit to mastering Smuggler rather then just dabbling. Let's not turn Smuggler into a dabble profession like BH is now.



I support server merging of some sort for the betterment and longevity of the game and it's player community!
Smuggler_Caylin
Tue Jul 13, 2004 11:29 am
#62

I'm out of time, I put in, rearranged and did what I could. Thanks everyone for your input, I appreciate it



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Qojan
Tue Jul 13, 2004 11:39 am
#63



Unarmed fighting. - #1 No



Why No?



I agree I feel there is no reason to keep this other than for the TKMs.


Also let us slice our personal weapons/armor for better results.




Main Qojan-Master Carbiner, Master CH, Master Cynic, Explorer, Sabacc player, Glowing Fool and Reluctent Pilot, Retired Smuggler
"Hokey religions and ancient weapons are no match for a good blaster at your side."
Alt Bohica-Master Artisan/Master Talior Glowie Clothing and Spice vendor 759 -5519 just steps from the shuttleport in Athens Smuggler vendor in Woofie's Warez and Watering Hole Athens, Corellia. 661 -5246
We Want to SMUGGLE!!
Exarukun
Tue Jul 13, 2004 11:57 am
#64



Dirty fighting isn't dirty enough right now. And it is limited to pistols. That could be fixed by allowing us to choose 1 ranged weapon tree in marksman but I would suggest keeping the unarmed tree and give us some specials like these.


It is called dirty fightingfor a reason. This is the kind of groin kicking, dirt throwing, sucker punching stuff that you hate in fighting.While Smugglers are mostly pistol users (for now), wehave the unarmed brawler tree.We shouldbe using our melee skills while having a pistol (or any other of the marksmen ranged weapongs) equipped. Pistoleer have pistol whip, why not take meleeranged weaponuse to the next level for us


----------------------------------------------------------------------------------------------------------


New skill: Groin kick: When you're holding a ranged weapon and the enemy gets too close, what’s to stop you from kicking them where it counts? It could KD someone, or make them unable to move (but still can shoot and use specials) for a short period.


New Skill: Dirt Throw: While you're running around, dodging blaster fire, it is always useful to scoop up a fistful of dirt and chuck it at your opponents eyes when they are close enough, blinding them temporarily.


New Skill: Sucker Punch: Could only be used to initiate battle, because after that, they are expecting it. Stuns temporarily and damage modifier.


New skill: Flurry Shot: A lot of poorly aimed but incredibly quickly fired shots all around the smuggler. This could confuse and intimidate all the enemies in the area around the smuggler as the air is filled with blaster fire. Not very strong, but the state effect is what we're going for.’


----------------------------------------------------------------------------------------------------------


Throw in some +melee defense, ranged defense,general ranged weaponspeed, general ranged accuracy (while moving and standing) at the different levels. We aren’t pistoleers. Just make it enough to help us out a little. Bounty hunter pistol line gets +’s, so should the smuggler "pistol" line.

Message Edited by Exarukun on 07-13-2004 03:07 PM



- Xizxor Sar'ris -
Chilastra: Trophy House and Cheap Smuggling Supplies, Outside Moenia: 2316, -5740
Master Smuggler; Master Marksmen; Pistoleer 0443; Master Human Beatboxer
gimilon
Tue Jul 13, 2004 12:21 pm
#65

Just a thought, but why not switch Slice I to Locked Containers, and Terminals you can start doing at novice? It would alleviate the insane prices that containers of junk are going for, and it would help smugglers in slicing in that going from novice to slicing I they have a means of slicing without either selling their children into slavery in order to get the one and only thing that they can currently slice.



Rido Sutt
WOLF BRIGADE
Bloodfin


Please help control the Jedi population, have your Padawan spayed or neutered
Page 5 of 8