Smuggler Archive

Thread: Why I'm quitting the game, and some serious questions for smugglers to ask themselves.

true_Kieran
Sun Oct 31, 2004 3:23 pm
#66


I canceled a while ago and didn't buy JTL because not even the ground game really works yet. But I'm afraid many people start to accept their fate as smugglers. I mean still many are around who have been smugglers for ages now, and, no offence guys, but I can't really imagine after all of this you still think we will get our revamp anytime soon or let's say within a year. They will have to fix JTL bugs, then the combat rebalance, new bugs, CR bugs, bugs from the fixes, I'm sure the jedis will ask for something too and there are many more professions out there who need attention just as we need it and by this time the next expansion will sure be on the way to the test center.




Jarrod Larson
Bounty Hunter


WookieBounty
Sun Oct 31, 2004 3:40 pm
#67






true_Kieran wrote:


I canceled a while ago and didn't buy JTL because not even the ground game really works yet. But I'm afraid many people start to accept their fate as smugglers. I mean still many are around who have been smugglers for ages now, and, no offence guys, but I can't really imagine after all of this you still think we will get our revamp anytime soon or let's say within a year. They will have to fix JTL bugs, then the combat rebalance, new bugs, CR bugs, bugs from the fixes, I'm sure the jedis will ask for something too and there are many more professions out there who need attention just as we need it and by this time the next expansion will sure be on the way to the test center.







  1. JTLS bugs...far and few between! nothing serious and PERFECT implementation into the ground game...seamless intergration.

  2. combat UPGRADE.....will touch smugglers as much as other people...a small portion of what we need/want in OUR revamp will be addressed here. Such as FD issues....unarmed specials...smuggler being reliant upon pistoleer or BH'er. Our revamp will address content!! and as much as smuggler want their revamp regulat players should want this revamp as well for our revamp will have a huge effect on other players.

  3. CR issues are a different department and do not take away from resources devoted to game programming

  4. Jedi are done for except for a mini tweaking in CU beta.

  5. kthxbye



§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
true_Kieran
Sun Oct 31, 2004 3:48 pm
#68






WookieBounty wrote:


  1. JTLS bugs...far and few between! nothing serious and PERFECT implementation into the ground game...seamless intergration.

  2. combat UPGRADE.....will touch smugglers as much as other people...a small portion of what we need/want in OUR revamp will be addressed here. Such as FD issues....unarmed specials...smuggler being reliant upon pistoleer or BH'er. Our revamp will address content!! and as much as smuggler want their revamp regulat players should want this revamp as well for our revamp will have a huge effect on other players.

  3. CR issues are a different department and do not take away from resources devoted to game programming

  4. Jedi are done for except for a mini tweaking in CU beta.





If you say so...





Jarrod Larson
Bounty Hunter


WookieBounty
Sun Oct 31, 2004 4:33 pm
#69






true_Kieran wrote:






WookieBounty wrote:


  1. JTLS bugs...far and few between! nothing serious and PERFECT implementation into the ground game...seamless intergration.

  2. combat UPGRADE.....will touch smugglers as much as other people...a small portion of what we need/want in OUR revamp will be addressed here. Such as FD issues....unarmed specials...smuggler being reliant upon pistoleer or BH'er. Our revamp will address content!! and as much as smuggler want their revamp regulat players should want this revamp as well for our revamp will have a huge effect on other players.

  3. CR issues are a different department and do not take away from resources devoted to game programming

  4. Jedi are done for except for a mini tweaking in CU beta.





If you say so...










§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
maloso
Mon Nov 01, 2004 2:53 am
#70






Solo4114 wrote:

With Caylin's announcement that player smuggling will not be implemented at all in this revamp, I have made the decision to cancel my subscription. I'm going to explain why I'm doing this, rather than simply lighting up my flamethrower and hosing down SOE indiscriminately. I hope that other smugglers will seriously consider what I have to say here and possibly decide to make the same choice I've made. I'll explain why that is as well.


To begin with, I am, of course, disappointed in the surface issue -- that we will not be smuggling. As I feared, we will end up running mini-game missions which will likely grow tiresome within a week of playing with the new content. To pacify us, the devs may throw us a few bones in the forms of extra special moves (unarmed moves) and/or new spice content. Regardless, this only serves to highlight the fact that we are not smuggling and may never smuggle. The notion that, if we just hang on until the Space Expansion, we will be smuggling for players is, frankly, a pipe dream at the moment. There is no evidence to me that "the system" will be able to handle contraband any easier in the future than it can now. Maybe instanced dungeons are the silver bullet to solve this issue, but I highly doubt I will return to the SE to find out. Some of you may be wondering why, even if they did bring player smuggling into the game, I would be reluctant to return. It's quite simple, really. I don't like being led on by anyone, especially someone to whom I pay money on a regular basis.


Make no mistake. SOE has led us on. Did they lie to us? No. No one ever said "Smugglers will smuggle for other players in the revamp" while knowing that this was impossible. But in some ways, what they did do was almost as bad. For almost a year now, smugglers have had the same complaint. And through that entire time period, SOE has been made aware of this complaint. Put simply, we wanted one thing: to smuggle for other players. The instant that SOE determined this was technically infeasible or impossible, we should have been informed. This was our banner issue. This was the Alamo for many smugglers. After all, if we're not actually smuggling, what purpose does a Smuggler have in the game world? Again, this has been our key problem since launch.


What I have realized through this experience is that SOE cannot be trusted to be honest and forthcoming with paying customers. Whether this is the fault of the devs themselves, whether it is the fault of the marketing department, or whether the fault lies with the corporate officers in charge of all of this, SOMEONE gave the order NOT to divulge this information until recently. And yet, consider the following.


This issue has been at the forefront for our profession since launch. I expect that, even prior to launch, the developers may have wanted to introduce a truly interactive version of smuggling into the game. Somewhere along the line, they realized that such a system, to be done properly, was just going to put too much technological strain on the network infrastructure to be done well. Maybe they realized this before launch. Maybe they realized it three months into the game, after the servers had been "load tested." Maybe they realized it after the abyssmal failure of the Imperial Crackdown. Regardless, somewhere along the line, prior to today, they knew. SOMEONE knew that this system just wasn't going to happen, certainly before the Space Expansion.


At that point, the first people to know should've been the players. Especially given the fact that this was THE issue around which many of us had rallied. What SOE did, rather than be up front and inform us of the truth, was to simply say nothing and keep us waiting for information. We kept getting vague promises that "you'll be fixed next" or "we've assigned a special developer to you." Nothing ever materialized. What certainly did not materialize was any up-front explanation of why this system could not work, what WAS possible instead, and that players could make their own choices accordingly. Now, maybe you're not bothered by this, but I feel as if I was stolen from. SOE must have known for some time now that player to player smuggling was THE issue that we cared about, and that it was NOT going to be possible. And yet, they refused to divulge that information. They KNEW that it would affect the decision to remain in the game for many players, and yet, they said nothing. Instead, they continued to take our money, knowing all the while that when the information was finally released, a number of us would quit. As I said, maybe that doesn't bother you, but consider the following.


What if it had been the Jedi profession? What if, after all the marketing bonanza subsided, after all the hype, the developers realized that there was just no way to ever actually put Jedi into the game. Oh, sure, you could put laser swords in, and yes, you could also put brown desert robes and give players certain enhanced swordsmanship skills. But what if, as a result of technological limitations, there was no way to implement force powers? What if you couldn't "force push" someone or "force lightning" someone else? And yet, what if, for almost a year, SOE received constant questions of "When can Jedi use the force" and still said nothing? What if, during all that time, they KNEW they'd never be able to put the Force into the game, and still kept taking players' money nonetheless? And what if they KNEW that players would quit the instant that they said "Well, the force is technologically impossible to implement currently, but we're going to make lightsabres shine brighter for your revamp"? How do you think players would react then?


Put simply, SOE has misled us since, basically, day one. Smugglers were advertised in much of the pre-release materials, as well as on the box, etc. Why were smugglers ever put into the game when a meaningful smuggling system was never going to be possible? It's simple. Marketing. Money. OUR money. They knew we'd want to play as smugglers. They knew, at least somewhere along the line, that it wasn't going to happen. And yet, they kept on taking our money, knowing the whole time that that was what we wanted the most, and that a smuggler who doesn't smuggle really has no purpose in the game world. They strung us along for almost a year now, and only NOW does this information surface.


And what makes it all the more disheartening is the fact that no developers could even take the time to come tell us. Did Holo or Q show up to break the bad news? Did GreenMarine? Did the dev with whom Caylin has been corresponding? No. Rather than do the stand-up thing, SOE sent one of our own to tell us the bad news. Maybe in the hopes that it'd soften the blow. Maybe because none of them could spare the time. Maybe because they didn't want to deal with the obvious flames that people would post. Regardless, sending Caylin to tell us the bad news is like a doctor who botches an operation sending another patientto tell you your loved one died on the table.


So, for those of you who are on the fence about staying in this game, or for those of you who are even firmly convinced that you will stay, ask yourself the following questions:


1.) How long do you think SOE KNEW that player to player smuggling wasn't technologically workable?


2.) For how long after THAT do you think they accepted money from players whom they knew would likely quit if told the truth?


3.) For how long did they NOT tell those players the truth?


4.) Can you really trust a company that engages in this kind of behavior?


Those of you who think that the space expansion may prove to be the solution here, ask yourself the following:


1.) Will the technology really change that much between here and there?


2.) Will SOE devote the necessary resources to developing that technology and applying it to smuggling?


3.) In the event that it later proves unworkable again, how long do you think it will take SOE to tell you the news?


4.) If smuggling doesn't show up in the space expansion, for whatever reason, will you THEN feel that you've been misled?


5.) And again, can you really trust a company that, based on your own and others' prior experience, behaves in this manner to tell you the truth and be honest, up-front, and forthcoming with you?


Maybe the space expansion will solve all of our smuggler problems. Maybe it'll be a blast. I, however, do not trust SOE after this. I do not believe that, if technology ends up not permitting them to do certain things that players want, that they will tell the players in a timely fashion. I expect that they will delay the release of such information, that they will continue to squeeze every penny out of you that they can until they realize it doesn't matter and that you'll quit whether you get the information or not, and only THEN will they say "Yep, you were right. It's not happening." I, for one, do not intend to contribute to such business practices any longer. I am cancelling my account, effective tonight, and won't be looking back. Maybe I'll play another MMORPG. Maybe I'll get a netflix account. Maybe I'll put my money in a Roth IRA. Maybe I'll give it to charity. But that charity will DEFINITELY not be SOE. I don't expect I'll ever buy another SOE game again, either, and that's as a direct result of their atrocious customer service throughout this entire experience.


SOE, you guys dropped the ball with this. Someone should've told us sooner. And that someone should NOT have been Caylin. You OWED us better. We DESERVED better. And that you'd take this long to tell us the bad news, that you'd keep taking our money all along, and that you'd then not even send one of your own to break the information to us just proves to me that whoever's running the show couldn't give a good god damn about the paying customers. I for one pay for both the product AND service, REGARDLESS of whatI buy, and you guys have let me down on both.


/cancel.


I encourage all of you to do the same.







WOW...... All this and he smacked the nail on the head. JTL has NO smuggler things at all, A ship big deal. All missions can be played by any profession and they made no changes to JTL or SWG to add substance for smuggler. Not to mention they won't revamp us now. Soon as WoW opens up to public I'm out. -30 bucks a month for my 2 account. +30 more for my bros since he will most likely quit + his 8 friends who live near him who play because he does. + most likely a bunch of people I play with everyday who already beta trest WoW and say its 4 times what this game is.


I don't think anyone could have said it better. I would bet if he sued them in court he could actually get some of his money back by this aguement.



DEV suck as bad a SOE decision makers (ironic since decisions require thought)




Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
Solo4114
Mon Nov 01, 2004 8:01 am
#71






korvass wrote:

The problem with smuggling for players is that it contains an element that simply cannot be coded into a computer-based system: thinking, feeling human beings.


The logical answer, in my opinion, is therefore to give players the incentive to require our services. Taking the next logical step, that means that the price for failing contraband scans needs to be so hard-hitting to the player owning the illegal items that they would consider calling one of us to carry their item somewhere for them so as to avoid these penalties. There's a lot of detail involved in this of course. This kind of system creates hassle for some who just want to get on and enjoy a quick game, for example. There's a lot of arguments, for and against.


Another system, which is more intrusive, is to simply disallow a play from travelling to certain places if they are carrying contraband items. Our own airlines don't let people onboard with a weapon, why would standard imperial shuttle services allow people onboard with crates of spice and sliced military hardware? This system, is heavily intrusive, but has been done by SOE before. Not being able to attack other's mission targets in space is one example. Terrible suspension of disbelief, but obviously cuts down on some grief. This system would require people to use their own ships to circumvent regular civilian transport routes, or a player would again need out services as - shock, horror - smugglers. Again, this system creates a lot of hassle for players, especially players who have limited time and just want a little fun for an hour.


An idea that just popped into my head was a kind of network of special NPCs, that act like vendors. Players could upload items they need smuggling to the vendor, with the price they're willing to pay to have it delivered, and a menu list of locations for a drop off point. A smuggler could access the vendor and take the job, the items, and deliver them to the location designated, like a mission. I haven't thought this idea through, but I can immediately see several pros and cons to a system like this.


The real problem at the moment is that, as it stands now, there is ZERO incentive for players to use smugglers for actual smuggling. The only people that ever really have any real hassle from scans are rebels, as they are often turned overt and attacked (and forced into pvp). Others have to pay a paultry fine that - if you can afford a sliced suit of composite - is pocket change at most. Apart from that, scans are a joke. We smugglers are simply not needed.


I must confess that I am skeptical about ever being able to smuggle for players. It's a hard thing to code, because of the human element involved. For player smuggling to work, there needs to be the incentive for players to need us. How do you do that, how do you balance it? I don't think it will ever happen to be honest. I know what I'd like, but what I'd like is rather irrelevant, compared to what is possible, or what SOE can be bothered to invest man-hours into.






Korvass,


This issue has been raised plenty of times in the past. I have two responses to it.


The short version: "Suck it up." The game NEEDS consequences and players shouldn't be able to do everything that they want whenever they want. I play COH. I am physically able to travel anywhere. I am NOT, however, able to use any power I want whenever, take on any mob I want whenever, etc. There have to be consequences to your choices and that's a BIG thing that this game's missing. That's why it feels more like a Star Wars theme park than living in the SW universe.


The long version: All of what you've posted rests on the presupposition that players all use contraband (which is true). But that alone should clue the players in. This stuff is ILLEGAL. Functionally speaking, however, that has meant nothing. The Imperial Crackdown (remember that?) was supposed to really enforce a lot of this stuff, make rebels feel really hunted, and have contraband trigger some sort of negative consequence. That never happened. The issue you're describing is a fundamental problem with this game, which is that you absolutely CANNOT participate in it unless you have the top level skills, gear, etc. You HAVE to constantly have THE best weapon, armor, whatever, or else you're "useless." The game, in essence, caters so much to the powergaming/acheiving mentality that it already lacks any ability to "casually" play and really get into things. Casual play for me, before I quit, involved checking my harvesters, shooting some stuff, and signing off in disgust. The GCW wasn't much of a war at all, crafting was broken (you had to be a master or forget even entering the market), and combat was boring at best. The only way to really group up with folks was to be top-tier.


As a result, you need the best equipment which means sliced gear. Which means no one's willing to run the risk of having anything confiscated. Well you know what? My attitude is "Tough." If it's an illegal gun, the LEAST that should happen is confiscation. The playerbase, however, became complacent with no consequences.


That, in my opinion (aside from the technical issues), is THE biggest obstacle to smugglers smuggling -- player complacency and the devs' unwillingness to say "Too bad. Get used to negative consequences." I'd let people grandfather their illegal guns in, but once they deteriorate, any new sliced weapons become contraband. I'd also be MORE than happy to have ships get scanned regularly for contraband and rebels.


Players need to decide if they want a game that really feels like a living universe, where bad things CAN happen to you, or if they want "Star Wars Lite."


A lot of players love to complain about the game, but they're unwilling to accept ANY negative consequences. "Fix this! Fix that! Oh, but don't take away anything from ME, of course." If this game is EVER going to be good, ALL players need to get used to the idea that a LOT of stuff has to be taken away from them. Otherwise, nothing will change.
NickHeel
Mon Nov 01, 2004 9:57 am
#72

Now, that's the Solo4114 I remember! Where's EN at...we need yall back


Anywho, the only thing I disagree on is that if you're not happy with the current state or possibility of a reavamp you should simply quit. Now, if that's what you're playing the game for and all that's keeping you in the game...I say press the big red button and drop. Simply because, your character keeps for 6 months and you can still read the forums to keep track of things. As far as if the revamp ever happens or takes longer than six months...well, if it does and you come back you can level through the new system and it might actually be fun and if they never revamp us then you just saved yourself a lot of money.


However, I myself continue to play this game because I have friends that play and it's fun to hang out sometimes and the occasionally hunt ain't bad. I recently went on a break for a while from Smuggler and SWG to clear my head and stuff. Was good


Solo4114, I totally agree with you and I honestly don't think we'll receive a new "onion" at all and no"revamp"until March/April at the earliest. I think what it'll come down to is Smuggling mission NPCs that let us bringnew spices into the economy, slicing will be made "experimental", we'll receive a weapon cert, and a couple other things that enhance the current botched "skill onion".


But I'm just hanging around cause I like doing what I do on here...which ain't much even if I think that way about the revamp. I just hope I'm seriously wrong





THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
Solo4114
Mon Nov 01, 2004 11:01 am
#73

Hey Nick! Good to see you. EN's around here somewhere too, posting here and there for the few days that we can.


Anyway, I actually agree with your points. If you're having fun, by all means, stick around and keep paying. But don't delude yourself (not that you are -- that was the generic "you") into believing that this is by any means a Star Wars experience. If gameplay is fun, great. But if it isn't fun and you're sticking around in the hopes that somehow all your problems will be solved by the devs.... Well, just look at EN's history threads. If you're truly fed up, though, cancelling is the only thing that will ever get SOE's attention (though even then, I doubt that it'll change how they operate).


Now, as for the "skill onion" or whatever little catchphrase they want to trot out this time around, if all they do is add a weapon cert, new spices, and the ability to run the NPC missions, that'll still leave a largely unfocused, purposeless profession, which frankly has been one of the biggest problems with Smuggler -- there's just no point. Smugglers don't really DO anything in the game that others can't do just as well (well, except slicing but who wants to be a slice monkey?). Essentially, they're there for marketing purposes, so the devs can say "Or play as a smuggler!!" on the box, which is, as I pointed out in the first post in this thread, disengenuous at BEST.


But then, that's one of the core problems of this game -- a lack of a sense of "why" or focus to the game. I mean, really, what's the primary focus of gameplay here? Is it to fight the GCW? Is itto work in the underworld of the SW universe? I think the devs would say "It's to live in the SW universe", except there is no SW universe in which to live. Personally, I think that the crafting system and player economy were two of the biggest flaws in this game and probably never should've been introduced. They dilute the SW experience and provide endless distractions and complications for the devs. Having played several months in a game with no economy and no crafting, I can tell you that having a dev team that is able to focus on ONEstyle of gameplay and one alone is a HUGE change of pace, and a good one at that. I don't miss either systems in the least and actually fear their introduction (which, fortunately, won't be happening any time soon).


Think about it. How friggin' starwarsy is it to be a chef? How about a doctor? Or a merchant or shopkeeper of ANY sort? What the hell do these things have to do with Star Wars? (and don't get me started on CHs...) The addition of these aspects just added further complications to a game that already was too unfocused and underdeveloped. It sucked down development resources that could've been used for making more solid combat gameplay. Star Wars isn't about making shoes or dancing or traipsing about the countryside as a prospector.


Star Wars is essentially about three or things: fighting the Galactic Civil War, working on the fringes of legal society (IE: smuggling, bounty hunting, etc.), and Luke Skywalker becoming a Jedi. You want to know how I'd have designed SWG?


First, the entire game would be focused on the GCW. For pete's sake it's a GALACTIC CIVIL WAR!!!! If you're playing SWG, though, the GCW is an afterthought. Why? Well, we're too busying making sure makeup artists have enough to do in the game.


Anyway, the whole game would be based around the GCW, with some allowances made for criminal activities (but they'd also be somewhat tied to the GCW or at least dodging the Imperials). There would be no crafting, dancing, or other "support" classes, except as they could relate to the GCW. IE: you can be a doctor and heal your GCW teammates, but you won't be harvesting resources for the faction, and most doctor activities would come into play in combat or after the fact. That leaves a MUCH smaller range of professions and skills to develop and balance out.


You'd be able to work as a mercenary/independent with most of the combat skills available, and certain skillsets (smuggler, BH) would only be available to independents. You could hire yourself out to either of the factions or both, but could end up with a bounty on your head if you got too unpopular with one or the other.


There'd be NO JEDI. None. Luke Skywalker, Yoda, and the now deceased Obi-Wan Kenobi are the only Jedi. No force sensitivity either. There's just no fair way to do it without EVERYONE wanting to be force-sensitive.


Your activities in game would revolve almost entirely around combat. Raiding this site, commando attacks to disable that site, spying to gain information, transporting supplies (and having to defend yourself a fair amount of the time), or negotiating deals with underworld players to supply your faction.


The missions you'd get would be largely scripted (it's been done in COH and it works -- the scripted missions ARE fun, even when you repeat them), or you could wander around and fight the GCW on your own as a sort of freelance agent (but obviously you'd have to be smart about it).


Smuggling would be a major part of the GCW because you'd be supplying the rebels with illegal weapons, or would be engaged in profiteering for the Imperials (IE: selling off Imperial gear to the underworld to make money for you and your contact). Smugglers could also act as information gatherers and informants for the Empire. You'd also be able to run spice and other similar activities just on your own, to make money.


Bounty hunters would work more with the Empire, hunting down notorious rebel agents and criminals, but would also work for the underworld (a la Jabba/Boba Fett). They wouldn't really interact with rebels much (since the rebellion wouldn't have much to do with bounty hunting).


Crafting and most of the current support activities would be either secondary skills (IE: skills that you only use occasionally and specifically for the GCW), background abilities (IE: before you joined your faction you were a _______, which influences what you can do on a mission and what abilities you have), or handled by NPCs. There would be no economy either. You'd requisition weapons from your commanding officers and might gain access to better gear as you go higher in the ranks, but you'd always have the right gear for the job (or gear that's good enough).


Anyway, that's just a sort of rough sense of how I'd have developed it. The game would be FAR more focused, which would make development a hell of a lot easier and would cut down on player whining for this or that. Don't believe it can work/would be fun without crafting/loot/support professions/etc.? Go play COH. It's working, it's successful, and it's ENTIRELY focused on combat. They are JUST getting around to adding a "Detective" system where you can learn skills to advance, but it's all focused around costumed crimefighting. There's no "secret identities", owning apartments, etc. You can do all that crap in your daily life. A game should be about escapism and doing fantastic stuff you can never do on your own. If I want to grind, I'll...um...well, actually, I'll get back to work.


Anyway, that's a big part of why I think the game's too far gone -- they bit off WAY more than they could chew, and as a result, ended up with EQ in space, except more forgiving (and then called it "casual friendly" -- yeah, right).
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