Smuggler Archive

Thread: Holy Smokes, the Devs WILL change prereqs for professions...

NAGANO1
Thu Jul 01, 2004 4:49 am
#66

What you have to remember is that this really isn't a fix to the BH profession. What it implies is that the BH profession is really weak so instead of making it stronger, go pick up some uber skills like TKA or Fencer to help you along.


It is a gift only to keep BH's from going berzerk after this last patch and quitting the game in force. Now it means more people will dabble in the BH line, and prevent older BH's from leaving entirely. It is a bait and switch by the devs, nothing more.


BH's wanted their profession improved and revamped, not made to takes parts from other professions. All this confers is that the the original statments about BH being weak were right on the mark to begin with.


As smugglers you shouldn't settle for the ssame thing. Settle for a total repair to your profession.



Var NAGANO
WesBelden
Thu Jul 01, 2004 5:36 am
#67






Sapperlight wrote:

Wes, you may want to check out the BH boards before you change templates. Right now, on the eve of the jedi flood gates opening, BH can't track jedi (broken droids) and can't kill them (no TEF). This change is a desparate, knee-jerk reaction because that profession has been nerfed and bugged into such a state of weakness that they have no chance of controlling the jedi population that will soon overwhelm us.


It's a sad state of affairs when the two most iconic professions in the game are broken yet the continuity breaking sea of jedi are the sole focus of the develpers.


Raph Koster, help!






While I agree that is an absolutely terrible state of affairs and that no profession should be that broken, that wouldn't be my reason for changing. It would be because finally, after over a year of waiting, I'd be able to use a pistol well enough for it to be worthwhile actually pulling one out instead of trying to suffocate my oponents with my body's mass (incase you hadn't guessed, I'm a long term pistoleer )



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
SpinningCloud
Thu Jul 01, 2004 6:12 am
#68


Caylin,


From the perspective of what an Starwars smuggler might need to be successful I agree...our prereqs are fitting.


HOWEVER, from a game mechanic point of view having both brawling and pistol is a waste. I took parts of Pistoleer to augment the one attack that was most useful with master smuggler.


What possible use do I now have for Brawling? I never drop my weapon and use my fists...the damage is pitiful. EVEN if I took Novice TK to use VKs it would pale in comparison to my pistol skills.


Basically the Brawling is an utter waste of points for most of us. Sure...we COULD switch to fists for melee but who ever would just for RP sake?


As far as I'm concerened the points I have in Brawling do me absolutely NO good for my day-to-day gameplay...only there because I was forced to spend them.


Now if there were situations where Brawling was actually USEFUL I wouldn't feel like it was a waste...but there aren't. If you went TKA instead then Pistol would still be useful for pulling mob...but with Pistoleer and Smuggler brawling has absolutely no use that I've ever been able to find.


As far as ADDING reqs that aren't already there I'd be MOST upset if they did. I have Master Medic and the only way I could see them doing something like this is if one day I logged on and was giving an ingame screen forcing me to drop my Medic skills so I could reallocate them to something like Business JUST to continue being a Master Smuggler.


The day I wake up in-game and find I'm either no longer a Master Smuggler because of req changes OR that I'm forced to drastically change my template to retain Master Smuggler then I'm WAY out of here permanently.

Message Edited by SpinningCloud on 07-01-2004 06:19 AM




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Fenrix
Thu Jul 01, 2004 6:19 am
#69

Its easier to remove prereqs (ie allows the player to just surrender them) the hard bit will be adding new ones or changing them.


Fenris


PS but I like the idea.



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SpinningCloud
Thu Jul 01, 2004 6:33 am
#70

HOTDOG,


Why would I want to be forced to take Ranged IV? Pistol IV is necessary for Pistoleer.


Changing one thing to another or adding a req will totally screw over many master smugglers that have no skill points left and NO desire to change their template.


Like forcing me to take Business IV...I have NO artisan skills so I'd have to spend 29 skill points to retain Master Smuggler...I have exactly 3 left.


Think I'm going to give up 26 points in skills I actually WANT in order to retain Master Smuggler and have a skill set I find NO use for? Nope...they want to do this and I'd appreciate they tell me now so I can cancel and save myself months of payments.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Scoooter
Thu Jul 01, 2004 9:02 am
#71






Smuggler_Caylin wrote:


I never saw Transporter... I guess I should. I keep hearing it mentioned on these forums.


As Prereqs go...


Marksman


  • Pistols - Small, easily concealed, ranged weaponry. Allows for sneak attacks, hold-out blasters and more. Sounds like a smuggler.

  • Rifle - This don't fit, but hey, others want it. They are large, bulky and hard to hide in a cantina situation or when visiting your local Crime Lord.

  • Carbine - See rifle, though to a lesser degree.

  • Ranged - Not a bad option to represent combat experience, but it's a bit late now to change it to that. Too many builds focus on pistols and smugglers. Also realise that you would have NO WEAPON CERTS TO SPEAK OF!


Artisan


  • Engineering - The tinkering ability... well lets go into this a bit. Not all smugglers were a mechanical genius. Solo knew enough to get by, but I have a feeling most smugglers didn't know a hydrospanner from a wookie. You will easily find ace pilots/smugglers who probably know jack about what they drive. All they care about is if it works or not. This prereq is not exactly representative of many smugglers.

  • Business - Smugglers, moved goods from one location to another. Normally not on their own free will, but under the direction of some kind of crime boss. They didn't have to do much in the way of business. You can make a deal, without having one ounce of business sense. Not a great prereq, as I see it.

Brawler



  • Unarmed - In many shady business situations, you will find yourself without a weapon. You do not go in defenseless unless you are an idiot, so knowing basic unarmed combat is a must. You should be able to rely on yourself to get out of tight situations, with or without a weapon. This screams smuggler.

  • One Handed - Requires a weapon... can't just walk up to some crime lords with a rapier.

  • Two Handed - Requires a weapon... can't just walk up to some crime lords with a Claymore.

  • Pike - Requires a weapon... can't just walk up to some crime lords with a Pike.

At any rate, that's just how I see many of the options out there. In a strictly smuggler sense... I love our prereqs and I find them very fitting for our profession.


Message Edited by Smuggler_Caylin on 06-30-2004 10:49 AM






This about suns it up IMO.


I have already said it but I will do it again.


Prereqs define the profession in what makes sense. Now people have options to take what they want.


To change the pre-req on ranged weapons to either one does not make sense to me. If you were in the underworld would you learn the fast concealable pistol or a bulky slow rifle.


Would someone in the underworld that needs to be prepared at all times and may be without a weapon carry around a pike or sword?


Now lets talk about balance.


Smuggler now can have a tripple threat, Mastering 3 combat professions. However those professions are limited in what they can do. Do you honestly think the devs will allow a tripple threat of Any Unarmed/Any Ranged/smuggler. The Master swordsman/Master Rifleman/smuggler would be known as the "I can solo anything" templates. Or the "pvp master template" of Master Fencer/Master Rifle/Master Smuggler. Also Master Rifle with the dorty fighting line would be too powerful.


A lot of this sounds to me is just people want to make 1337 templates as opposed to making choices.


We must remember pre-reqs define the professions meaning. If people want to tweak that is their thats their business but making it too wide open leads to heavy balance issues.





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
JamesHighwest
Thu Jul 01, 2004 9:48 am
#72






Smuggler_Caylin wrote:


I never saw Transporter... I guess I should. I keep hearing it mentioned on these forums.


As Prereqs go...


*snipped out stuff to keep this compact*


Marksman


Artisan

Brawler


At any rate, that's just how I see many of the options out there. In a strictly smuggler sense... I love our prereqs and I find them very fitting for our profession.






I had an idea a while back for Smuggler pre-req's and I guess now would be a good time to bring it up again.


My idea/vision/whatever is that the Smuggler profession have semi-variable prerequisites. My idea allows us to specialize the kind of Smuggler we become with the revamp. In it the Pistols line is the only one that is required and the player must take at least one other line of skills.


Marksman: Pistols should remain a pre-req. The pistol is a staple of the Smuggler in the Star Wars universe.


Artisan:
Business: Taking this line should give bonus' to any skills offered by the Underworld tree.
Engineering: Can offer bonuses to slicing done for "mini-games/missions". (NOT to slicing weapons/armor)
Domestic Arts: Spices, of course.


Brawler: Unarmed Fighting could allow bonuses to the potential Unarmed Dirty Fighting moves we have been asking for.


This is a very open ended layout of my idea. So, what do you guys think?




…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


DRWolfe
Thu Jul 01, 2004 10:22 am
#73

I don't know if anyone's mentioned it yet, but I have to. The Bounty Hunter prereq change is in today's Test Center Patch notes. Now, I know they needed some help for all the reasons given before, but man!

Even though we're getting some great attention from GreenMarine on our future revamp (VERY future revamp), I just don't understand how a prereq change can happen in basically one day and we can't get anything at all, despite all the promises, delays, etc. Not even simple text in the Master box or even just an answer on the spice change.

I try not to be a rabble-rouser or stir up trouble, but this quick change for the Bounty Hunters, needed or not, just says terrible things to me.

Sorry 'bout the little rant there.



Renn JeretuJoraan Stormwing
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Eclipse - Dark Lotus Ninja

TommyTsunami
Thu Jul 01, 2004 10:29 am
#74

If Artisan is going to be added to the preq's then take out brawler, I don't want to have to spend an extra29 skill points if I don't need to. Artisan and Marksman make sense for the preq's. But with the Dev's talking about the Dirty-Infighting line, and adding melee specials, brawler will remain a preq. I think they should stay the same unless the revamp changes can justify it.



Tommee Tsunami
Smuggler - Wanderhome server
"What! How did that get in here? Honestly, it's not mine"
JamesHighwest
Thu Jul 01, 2004 11:26 am
#75






TommyTsunami wrote:

If Artisan is going to be added to the preq's then take out brawler, I don't want to have to spend an extra29 skill points if I don't need to. Artisan and Marksman make sense for the preq's. But with the Dev's talking about the Dirty-Infighting line, and adding melee specials, brawler will remain a preq. I think they should stay the same unless the revamp changes can justify it.






Well, if they go with my idea... *points up* ....the smuggler will get some choices for pre-req's. I just don't know how game balanceimpacting it would be or how hard it is to implement.



…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


SpinningCloud
Thu Jul 01, 2004 1:07 pm
#76

James,


What would a smuggler DO, in-game, with Engineering? There is NOTHING in the Engineering line a Smuggler needs to make.


As far as business, why can't you just take up Artisan-Business NOW if you want it? Why would you want to force every single smuggler to take up a line they may not want to use? Not ALL smugglers are ever going to set up a vendor. Some of us just want to smuggle...not sell.


Domestic? Please...all our spices are in the Smuggler tree. What exactly would we get out of the Domestic line?


Again, the problem with adding or changing skills (dropping a skill like Brawling is NOT an issue) would force many of us Master Smugglers with no points left to drastically change our character...mostly I suspect against our wishes.


I just don't see the POINT in forcing all smugglers down a tight little path like this.


I also don't see how the MECHANICS of it would work. Are any of you proposing to add a skill thereby instanly removing Master Smuggler from many of our characters? Or when we login we find ourselves with unwanted skills and a screen pop-up forcing us to turn in others to make up for a deficit of skill points?


The results of harshly modified reqs are fairly Drakonian to many of us that have had stable Smuggler templates we actually LIKE for...well for nearly a year now...just waiting for SOE to get around to making us real smugglers.





Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Scoooter
Thu Jul 01, 2004 1:17 pm
#77






JamesHighwest wrote:





Scoooter wrote:



Perhaps before you justify a different pre-reqyou should also justify why the current ones dont apply.







Well, that's fair enough. As it stands, the current pre-req's are Pistols and Unarmed. Once you get those two it's all pistols from there. Most smugglers NEVER used Unarmed again! It is quite useless.


In your post you say that Artisan doesn't fit as a pre-req for Smuggler. Well, I think it does. Business can represent the "legitimate" business the smuggler runs as a front for selling illegal goods(underworld vendor idea). Engineering can represent learning the skills to build the right tools for the job(slicing). And Domestic Arts can represent the skills learned in mixing the right ingredients together to get the result you want(spices).






Well I find the unarmed not useless at all. The defenses and added features in TK are very helpful even if you dont master it. I does fit with the type of profession smuggler is and how they would survive.


In your post you say that Artisan doesn't fit as a pre-req for Smuggler. Well, I think it does. Business can represent the "legitimate" business the smuggler runs as a front for selling illegal goods(underworld vendor idea). Engineering can represent learning the skills to build the right tools for the job(slicing). And Domestic Arts can represent the skills learned in mixing the right ingredients together to get the result you want(spices).


Well then it should be in underworld or you just take it because you want to. The pre-req's are minimum requirements. Creating a shop that is a front is really optional to how you want to play it.


Engineering you gain no additional skills, just schematics that really have nothing to do with smugglers, it just seems to me if we need mods to crafting slicing tools or slicing that should be in our slicing tree or crafting tree.


Whether you consider it useless or not I think you would agree that an underworld person would by its nature learn to fight in some unarmed fashion. Smugglers are after all not white collar criminals by nature.







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
JTGAlpha
Thu Jul 01, 2004 1:20 pm
#78

Yeah but Scooter, how many Kung Fu Master Gunslinging Smugglers you see in the continuity, bro? You say the pre-reqs are what you need to survive. I agree. Which is why I think Bus.makes more sense than unarmed AND pistols. Because you know one to MAKE money and one to KEEP it. I just don't see brawling and pistol using being the ONLY basic tools a smuggler needs.



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