Smuggler Archive

Thread: Smuggler Revamp Delayed

FatesTheatre
Tue May 04, 2004 5:27 pm
#66

Community input you say? How about you tell us what was going to happen and we tell you how to fix it



Meet the Family!
Najarai-Pistol Shootin Twi'lek-Master Pistoleer/Desperado/Rogue/Launcher Pistol Specialist
Promethea-Sexy Fotm Monkey-Master Swordsman/Master Doc
Proud Member of the New World Order
Resident of Idlewind Springs
StikerRunningfly
Tue May 04, 2004 5:28 pm
#67


"I know many of you are eagerly awaiting this revamp and I'm sorry it is going to be delayed, but looking at all the different aspects of this situation, this is simply the best choice. By doing this, we will be able to make the Smuggler's experience more of what it should it be and work with you to find out what your ideas are and how we might incorporate them."


Maybe I was dreaming about the input I've seen so far as for what the smuggler should be?


Torak Aigia

Master Smuggler (Not for long if this keeps up)

Bria
Kantaro
Tue May 04, 2004 5:34 pm
#68

I can tell for sure that they must've cooked up some meaty ideas and wanna include them in the Smuggler Revamp, hence the delay


Sweet.


If a delay is necessary to get it right the first time, then so be it.


(I did kind of predict this happening, it seemed unlikely that the DEVs would divert their team in half so they could do both the Smuggler and Jedi revamps.)





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

The Master (Smuggler) box improves slicing, but the tool quality and other things do not. - GreenMarine

Professions are *not* created equal in terms of combat - Thunderheart
^Take note
GamerProX
Tue May 04, 2004 5:39 pm
#69

Someone from your community once said the Smuggler revamp should have some type of Player Bounty system? Where if you decide to keep the loot your supposed to smuggle, you get put on the BH terms, are you guys really interested in something like that?


If so, explain it better so I understand the system your offering to the Devs. Thanks.



Headed to World of Warcraft


Roadego
Tue May 04, 2004 5:40 pm
#70

Well dang it. How am I suppose to stay mad at you guys after making an announcement you're finally going to do justice to this profession.

I know this bums out some of you smugglers and that's understandable but for alot of us old timers who have been knocking around ideas since the game launched for this profession this is extremely good news because we would like to see a HUGE revamp after putting in so much time instead of a little hot fix that would tick anyone off after months of being a content-deficient profession.

And Thunderheart, this profession needs a big old wipe and re-build not an enhancement. Slicing is great and fits in but our trees need to be more coehesive. They need to scream smuggler instead of screaming 'what the hell profession is this again?' and as JTalpha mentioned smuggler has to have content, it's a must. Roleplaying a profession is one thing but roleplaying every ounce of content that is such an important building block for the most unique profession in the game just isn't much fun.

You guys actually made me decide to renew my account to see what comes up in the next couple of months. So don't be shocked at the amount of people who are finding this great news. Because alot of us were not happy when we read what little information there was on our revamp because it looked like a hotfix. And I sure hope by now you guys have began to understand how deficient this profession is in long term playability. We felt like an after thought and in golf terms we felt like the jedi's caddy for publish 9.



____________________________________________________________________________________________
A Smuggler's Life
The devs need to watch star wars again. Luke was a whiny baby with the hots for his own sister. Solo was the rockin smuggler with the blaster, the chick, (a personality) and a wookie.

Adravis
fishbrains
Tue May 04, 2004 5:46 pm
#71






TheRealTK421 wrote:





chown2 wrote:

I actually think this is a good sign. The developers may be taking us a little more seriously.




I can 187% guarantee you all that they take every profession revamp very seriously (yes, even if you don't hear much about what's happening).


/bow

Respectfully,









only 187%? What, are we smugglers not good enough for a 200% guarantee? LOL



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


Mi-T-Feesh
Tue May 04, 2004 5:54 pm
#72


  1. <mentally thanks himself for not posting sarcastically in the smuggler revamp thread on In development>

  2. Gets himself hence to TC to get a smuggler ready for the test in August

TH thank you .... thank you for not rushing into a patchwork "Revamp" in name only ....



Hope to se more of you



Which reminds me of my words to my ex-father in law when I met him for the first time



" We hope to se more of you , son "


"We'll then I'll gain weight"




"you can have my laser knife when you pry it from my cold dead hands"
Krein_Staroc
Tue May 04, 2004 5:58 pm
#73

Actually I am really glad that you have delayed the revamp we are awaiting so eagerly as this means we can talk again about the important issues:

1. Make Underworld Tree give us real smuggling (as u stated pvp based smuggling)
2. Revamp spices - much to the same degree we saw with the chef revamp (currently each row of spices that comes with a skill box is rendered useless by aquiring the next box)
3. Enhance Slicing - More things should be slicable including vehicle speed
4. Dirty Fighting should either include some Unarmed Techs that really do some good (dizzy?) or let us all drop the unarmed-master
5. PLEASE give us something in our master box - a weapon certification, the ability to double slice our own weapon, something like that (ability to generate smuggling compartments...)

6. and finally Please UPDATE our skill boxes, to state our chances at slicing and tell us what our skills REALLY do, because until now this has been heavily underdocumented!! And I am still (or shall I say 'again') hoping that you might make the language system actually MEAN something for the whole player community!

Thank you for the decision to delay our revamp - if this brings us closer to where we want to go we will all be happy - or at LEAST ME

Krein Staroc

WookieBounty
Tue May 04, 2004 6:01 pm
#74

/whew




back to the drawing board....or lets just pull it back out and go over it.


YAY



§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
KaiburrBossMan
Tue May 04, 2004 6:10 pm
#75






Dubolom wrote:





Cinergy wrote:

This is a good thing....its stinks that we have to wait another 2 or months for it but I would rather have a full revamp than an enhancement.






Actually, Publish 11 will be on or near August 31... but nevertheless, this is a good thing. Rather wait for something good than have something done fast but half-assed.






That's my Birthday.....a smuggler revamp for my birthday, Dev's...ya shouldn't have!



Herpes is the Path to the Darkside


Forj Highwind

Smuggler/Hotpants Avenger
TygerBlueEyes
Tue May 04, 2004 6:19 pm
#76

Yes we all want the Devs to do it right. Hey how about some info on how the Smuggler may fit into theGCW revamp, since their both going to hit about the same the time.







[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
XXXIceman
Tue May 04, 2004 6:31 pm
#77

Good news indeed.. we've got a lot of empty skill tree boxes that could use some definite flavor, and knowing that you and your team will be devoting a respectable amount of time and resources to our 'issues' is comforting news. I skimmed all of the posts in this thread prior to submitting this entry and remembered reading something about possibly incorporating some skills that would be invaluable once the space expansion hits the shelves.


Food for Thought......o o O O (...Han Solo is the cornerstone of the Smuggler profession. Suave, intelligent, resourceful, and d*mned good at what he did. I think that we all model ourselves after him to one degree or another. He had a certain charisma.. lived life on the edge, and when he was around it was -never- a dull moment. I think that in order to incoorporate the proper 'feel' that our revamp deserves one will have to look at a number of things. The very word 'smuggler' entails the act of transporting goods from point A to point B in a smooth, efficient, and fast manner without drawing any unwanted attention to our 'business dealings'. Once ships can be crafted then why not allow a Smuggler to be able to enter the ship, and using various tools/resources he could add a secret compartment similar to a bank terminals safety deposit box, and the Smuggler would try and mask his addition using his new Concealment skill. If we're running an Imperial blockade, or merely get stopped by an Imperial patrol ship then we can make the decision to fight, flee, or let them board.. then based on the skill of the boarding party they might have a chance of finding the secret compartment, and if anything illegal was found they would try and take over the ship by force. Illegal goods, or NPC smuggler transport missions should pay very well due to the risk involved. Also, if you decide to flee from the Imp patrol then a skilled smuggler could hack into the system and alter your registration, or provide a falsh ship registry so that if your ship gets scanned you might be able to evade pursuit by altering your 'identification', so that if you escape them you won't suffer any future reprecussions.. or perhaps add a 'visibility' rating similar to Jedi in that if you're careless and foolish you won't be able to secure the 'high end' smuggling contracts, and you have a greater chance of attracting unwanted attention from the Empire. Also, if you're planning on adding a hyperdrive system for the ships then perhaps we could, if successful, alter a ships hyperdrive from a x1 to a x.5, which is the fastest in the galaxy, but to keep it a 'Smuggler' perk we can only make those mods to our own personal ships, and if the ship is sold, or traded then it automatically reverts to its 'stock' condition, minus the secret smuggler compartment, and any of the unstable but bada$$ mods we've made to the ship... Give us something that makes us stand out.. gives us a reason to BE a smuggler.. and give us cool abilities that will greatly enhance our profession. I would love nothing more than to group with a few of my buddies in my tweakedYT-1300 and try to run an Imperial blockade.. I'm at the helm, 2 of my buddies are manning the Quad-Laser Cannons (illegal in most systems, so should be smuggler only weapon upgrades on our personal ships).


Those were justa couple of random thoughts that I felt compelled to share. I just want the fun and excitement of living a life on the edge. Han Solo was one of my favorite characters for a number of reasons, so what better character model do you need? I want shady back alley transactions.. I want to be able to tweak my personal ship beyond its limits to become one of the best dang Smugglers in the galaxy.. I want a Streetwise skill that gives me bonuses when trying to find things, or special perks from black market vendors that only we can access.. I want to run blockades with my buddies sitting in the cannon pods with guns blazing.. I want excitement, and adrenaline rush, and a great feeling of accomplishment after a long chase and epic battles.. I want to have better control over my slicing of weapons and armor as a Master Smuggler.. I want an ability similar to mask scent for NPC encounters/Faction encounterssince I should have the ability to slink around in the shadows without drawing attention to myself.. I want other players to come to me for something other than weapon/armor slices... Again, I want highly illegal ship upgrades that only I can use, something to set us apart from the herd, and something to make us sought after and useful to the gaming community as a whole. Slicing as it stands right now is like that of the old Doc buffs.. completely random with no control over anything. Make the quality of our tools count for something!!! I take pride in my 99.7% slicing tools, and they should make a very definite impact on the quality of my slice! Or perhaps give us a 50/50 chance of deciding between encumb or effectiveness, or speed or damage? Heck, I don't know, but the way it is now just isn't kosher. I had to slice a billion weapons to get good enough to become a Master, so if I'm going to be tinkering around on something I'm d*mned well going to know what I'm doing, and since two completely different modification would have to be made for either speed or damage I would KNOW what does what.. and with armor I would KNOW whether I'm adding additional protection, or stripping away the excess to make it lighter, again, two totally different things.


I know that this probably wasn't the place for this post, but since one of the guys deciding our fate started this post I'm pretty sure that it'll actually get read by those in power to make good solid changes and enhancements that give us a purpose, and a reason for choosing the smuggler life over that of any other profession in the galaxy. Thank you for your time and patience reading this, and I look forward to some good, exciting changes in the months to come.


--Rathe Keewoo, Master Smuggler/Master Pistoleer on Lowca server


Thornstar
Tue May 04, 2004 6:40 pm
#78

well as you are pushing back the revamp 6 weeks, does that mean we can expect other things "more" completed due to the extra dedication that was to go on the smuggler revamp?
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