Smuggler Archive

Thread: Depending On Smugglers

StGabriel
Tue Mar 23, 2004 10:44 am
#66

No, it just shows that the people playing this game cannot seem to realize that if something is supposed to be illegal then there should be consequences for being caught with them. You have to accept that and realize that it should be that way. If not then please leave our forum, as the same principle does apply everywhere else. If you carry something illegal then you have to suffer the consequences if caught. Very simple principle, as in the entire principle of having laws.

Well if we want to be completely realistic, space travel should take days, your character should require 3 square meals a day, should sleep during the night, should have to stop mid-hunt to find a porta-potty, etc.

I don't care what the story is, the game has to be, first and foremost, fun.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

ClearNinja2000
Tue Mar 23, 2004 10:44 am
#67






StGabriel wrote:
No, a weaponsmith CRAFTS a sword.

Syntax doesn't change the semantics. You want to argue that I have to depend on a smuggler at a level greater than I depend on weaponsmiths when weaponsmiths are a pure crafting profession and smugglers are a hybrid. I'm showing you the high level of dependency you are asking for.

The difference between a medic and a smuggler is that I can save up my wounds and contact a medic at my leisure. Once I do so healing my wounds is a relatively short affair. The time I take to provide this opportunity to the medic is minimal and is my choice.

StGabe.






I don't believe that the distinction is purely syntactic -- as you said yourself, there is a difference between a pure crafting profession and a hybrid profession. I don't think that anyone will argue with the idea that Weapons are MUCH more valuable than Spices and Slicing (the Smuggler craftables) -- hence, the dedication of an entire tree to the crafting of weapons. And Weaponsmiths have functionality beyond that, in the form of weapons maintenance -- the ability to care for weapons at a minmized risk of mangling or destroying them. Add to that the game content of searching for the best resources, and experimenting to discover the best result, and then the ability to generate schematics and run factories, and you're looking at a fairly full game experience.


The smuggler, as a hybrid profession, has less valuable craftables -- Spices, and the ability to slice -- but earns additional value in its usefulness in the field, in the form of container slicing and smuggling contraband. The term "dependence" is a loaded term, as you don't actually "depend" on the Smuggler for the day-to-day workings of your character, but rather choose to use the Smugglers services in return for ease of transport, and improved functionality of weapons.


And the distinction with Medic only holds so much water. If you are grouped with a medic, you can handle much tougher challenges than if you were soloing with no medic skills. So from a certain point of view, a player that is not grouped with a medic is utterly crippled -- pit the two groups against one another, and the medic-less group is going to get pasted. And that, to me, is a tremendous hassle.


"That's not a hassle! That's a challenge!" the masses cry. Well, that's all a matter of distinction -- I personally find scans exciting, because it's one of the few chances for a Covert to really feel like a Rebel. But I enjoy talking to people while waiting for the shuttle, so I'm apparently a bit skewed in the head anyway.




Warrant Officer To'Ani Mondanna
The World Is Yours Enterprises
Master Smuggler/Master Gunfighter

"You're going to die here, you know. Convenient."
Merchillon
Tue Mar 23, 2004 10:45 am
#68

What I would like to know St. Gabe is how Smugglers having stuff to do in the game "sucks the fun out of being a swordsman"??? Is it because there are locked magseal containers that you vainly imagine only smugglers getting into? FYI those are on timers and open for everyone. Even smugglers can't open them when they are locked because we get a message saying it is broken and can't be opened. (The timer hasn't reset yet in other words, and when it does, you DON'T need a smuggler to get at it). How does needing a smuggler on occasion suck the fun out of the game for you? On occasion I need a doctor or some twi-lek floosy to dance for me. Being a smuggler/weaponsmith, I sure as hell need combat backup when I go anywhere. That sure is a drag isn't it??? Sounds to me like you are against having things in the game that require you to wait on someone who has a different skillset than you to do them for you. And there isn't a profession in the game that doesn't require the help of another profession from time to time. I think that makes the game interesting and fun. Life sure is rough isn't it?
electricnomad
Tue Mar 23, 2004 10:47 am
#69




Shrendyc wrote:


Since you claim to know how we're fighting for our identity in the game, where the hell were you when they gimped Feign Death? Where were you when they disemboweled spices? What about our brief battle about Panic shot? Are you going to bat for us on the new spices bug?


Before you say that we need to focus on not limiting your damn fun, maybe you should help us get some fun out of our profession. Or can't you be bothered with that as it will cut into your play time?




StGabriel during the Panic Shot debacle:


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=63903&page=1


He was apparently the correspondent who pushed to get special attention thrown on Panic Shot when Warcry was getting changed. StGabriel can deny it all he wants, but Lodek has told the Revamp Team repeatedly and in no uncertain terms that it went down that way, and I have no reason to doubt Lodek for one second.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Ryutek
Tue Mar 23, 2004 10:47 am
#70






ClearNinja2000 wrote:



I don't believe that the distinction is purely syntactic





I agree completely, but decided not to argue over a definitiion. I like your points though.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ragnaat
Tue Mar 23, 2004 10:49 am
#71



StGabriel wrote:
Where do I get scanned?

I get scanned all the time on Dantooine and Yavin. I can't remember how many times I've been scanned on the way to the Geo caves and the last night I played (I have been out of town for a week and a half now, no SWG) I got scanned 3 times in as many hours while doing missions on Dantooine.

Look at it this way, ether . . .

. . . scans are infrequent and thus not a hassle. But then they are too rare for them to be really be a perk for smugglers.

OR

. . . scans are very common and thus a big hassle.

StGabe.




But this is nothing that Smugglers have or will have an impact on in my eyes.

I was going to write up a new proposal and tack it onto this thread but its already getting out of hand and will certainley get lost.

But let me just say here, that if the devs find the need to "increase" the crackdown and as a result you're getting scanned 2 or 3 times an hour the problem isn't getting cought or not - its that you are having to start and stop the process 2 or 3 times interrupting your gameplay. Its the same problem as runnning to the shuttle only to have it singe your eyebrows as it takes off without you. Smuggler skills do not now allow us to bypass getting PICKED for a scan and thus smuggler skills or not, smuggler in your group or not - you're gameplay is still going to be interrupted.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Smug-Druggler
Tue Mar 23, 2004 10:49 am
#72

I'm just glad St. Gabe isn't an SOE Developer.


*Smug-Druggler engages the Escape Pod andabandons this thread.*





Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
StGabriel
Tue Mar 23, 2004 10:49 am
#73

He was apparently the correspondent who pushed to get special attention thrown on Panic Shot when Warcry was getting changed.

This is false (I did not push for anything like this).

And there is nothing positive about bringing this into the discussion. It's just a personal attack, pure and simple.

If you don't like the ideas presented here please address them.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Shrendyc
Tue Mar 23, 2004 10:50 am
#74

I love how you responded to my first line only, gaby baby. I think I remember you, you trolled here once before and got the forum all worked up.


Gentlemen, I think we are best to let this matter drop and ignore him. He's refreshing this page and revelling in the rise he's getting out of all of us. THere will be no reasoning with him - I believe this to be his lunchtime entertainment.





"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. "
Ternque01
Tue Mar 23, 2004 10:52 am
#75

Ryutek wrote:

I'm sorry Ternque. I disagree with your idea. However, I disagree becuase these items are illegal and should only be carried by those willing to suffer the penalties if caught. End of story in my opinion, but I guess we'll just have to disagree here.

/endquote

That's cool. There are penalties for those carrying sliced goods. Random scans.
If we could deactivate peoples slices automatically when we leave a group, then there
is quite a far less chance of them being caught with it isn't there? Only the
scrutinity of a professional scanning team would be able to tell, and we know how
frequent those already are.

In short, slices ARE still illegal as you say. You ARE penalized when caught, but
because of this, the only time you run with your weapon "hotrodded" is when there
is someone to sweet-talk your way out of trouble... (i.e. the smuggler)

Disagree if you must, that is healthy. What i'm saying is that it doesn't make sliced
weapons/armor legal... it just hides it's legality by deactivation of the slice.

All in all, grouped like this, you are truly smuggling (albeit in a somewhat crude way )



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
StGabriel
Tue Mar 23, 2004 10:53 am
#76

I'm just glad St. Gabe isn't an SOE Developer.

All I'm doing is presenting you guys with a non-smuggler viewpoint, to do what you wish with it. If you don't think that players are going to dislike content that makes them lose a lot of time giving Smugglers a reason to smuggle then I think you should step back a bit and look at the bigger picture.

I don't pretend that I can speak for all non-smugglers but I do think that I can speak for many. More hassles and dependencies that require a big time sink are not going to sell well and are going to make Smugglers more enemies than friends.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

ClearNinja2000
Tue Mar 23, 2004 10:55 am
#77






StGabriel wrote:

Telling me that I can "choose" to use a non-optimal gun in order to ignore a boring and un-"fun" hassle is just trying to recast the argument into another direction that I don't think is very helpful.






This point that you are dismissing here is the entire crux of the Smuggler argument -- this is the perspective that all of these people are trying to drill into your head. To you, an un-sliced weapon is "sub-optimal", because, to date, there hasn't been a penalty for carrying illegal weapons. To us, a sliced weapon is a BENEFIT, above and beyond the normal functioning of the weapon, and that benefit carries with it a certain penalty in the form of contraband scans. The fact that only we are immune to these scans is the advantage we gain for the fact that we're not as good with our weapons as you are.


I mean, cripes, all of my weapons are "sub-optimal" -- if I was that concerned about it, I'd have to go pick up Master Weaponsmith, while somehow leaving room for the uber-combat class so I can solo Krayts. The "hassle" I put up with for my lack of these abilities is that I DIE -- a LOT. Which, believe me, is patently un-fun. Suddenly, I'm running all over creation looking for medics and entertainers to patch me back together.



Warrant Officer To'Ani Mondanna
The World Is Yours Enterprises
Master Smuggler/Master Gunfighter

"You're going to die here, you know. Convenient."
JediKozel
Tue Mar 23, 2004 10:56 am
#78

hmmm ...

Message Edited by JediKozel on 03-23-2004 01:06 PM



Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
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