Smuggler Archive
Thread: Smuggler Profession Summary for the Devs.
Firstly-
Salute to Caylin...you are the man,personally i dont know how you do it.
Secondly...we should point blank refuse to do this,how many times has this been done in the past? The information is there its time they used it
Thirdly...If they are truly this inept then just ask them for the game code and and we can write the revamp for ourselves,seems to me they are almost at this point anyway
Its simple..our job is to play the game and enjoy it, SOE job is to make the game enjoyable for us so we continue to play it and they continue to make money and profit from it. We have told them more than enough times how to make the game more enjoyable for us,if they continue like this then we can show them how NOT to make money...
Enough is enough....
I cant believe your doing this Caylin. In this instance, I dont think anyone would be opposed to a little civil disobedience. Give them the links to the other documents and be done with it. ![]()
With that being said, good job so far. We all appreciate your hard work Caylin, it is truly amazing that you continue to fight on. If you leave this game, you will leave with the reverance of this community. Thank you!
Broken_Smuggler wrote:
I cant believe your doing this Caylin. In this instance, I dont think anyone would be opposed to a little civil disobedience. Give them the links to the other documents and be done with it.
With that being said, good job so far. We all appreciate your hard work Caylin, it is truly amazing that you continue to fight on. If you leave this game, you will leave with the reverance of this community. Thank you!
Smuggler_Caylin wrote:
Well, I did put in some placeholders...
"This issue is being discussed internally and as soon as I have some news, I will report to you on it."
I guess I'll see if I improve on that later or not. I'm tempted to do this, but it wouldn't be the best thing for smugglers in the end.
There are several ways I can do this. I can continue to do my best and hopefully help smugglers get the best possible revamp, I canzone out and notdo a damn thing and be rightfully replaced,or I can be a smart ass and be detrimental to the efforts of getting you guys your revamp.
I volunteered towork in this position to help smugglers out to the best of my abilitiesand I feel I would be causing all of you harm if I didn't do this document, no matter how absurd I find it. Besides, how many hours of my life would I have wasted if I didn't continue to make the effort. Giving up just means I wasted my time to even tryand that doesn't sit well with me.
So the work goes ever on and on, down from the Devs where it began... (Continues singing and improvising the lyrics to the song...)
Message Edited by KefkaQ on 06-06-2004 03:29 PM
Nice. Very good summary.
Um, under spices, you repeat Booster Blue, Muon Gold,and Neutron Pixie for each skillbox....
Smuggler_Caylin wrote:
My current theme song.
![]()
Mine is Die Another Day by Madonna, James Bond
ie Another Day soundtrack.
Thanks
WillburWright wrote:
Nice. Very good summary.
Um, under spices, you repeat Booster Blue, Muon Gold,and Neutron Pixie for each skillbox....
Smuggler_Caylin wrote:
My current theme song.
Hahahaha, I watched that part of the movie in my English 318 class this last semester ![]()
Btw, not submitting another document isNOT "giving-up" It's a form of resistance to let the devs know that a great deal of the smuggler community is tired of their "games".
Anyhow, I suppose if you're gonna plunge on ahead I'll try to support.....the "new" doc looks good. What exactly are they asking for with "grouping summary" (I'll try for something here anyhow)?
My take on our combat role:
Smuggler rings close to thief in my mind. And lately, I've been reading the Belgariad and Mallorean (series of books), where it seems to me that thiefsprefer to besneaky and kill up close, but CAN be devastating at range. So let's start form there. I like our pistol shots, they ARE thiefish. A devastating range attack, a KD and a delay all ring true to thieves imho.
Apparently there is a concern of a lack of unarmed skills in this forum. Well, to be perfectly honest, a good thief uses a dagger, which is closer to one-handed than unarmed. I think we should be moved over to the one-handed line and be given a special dagger-like weapon/cert, withone or twoone-handed moves, maybe even throw ina bleed or poison powerup/move. (I'm sure all this has been discussed before).
But back to combat roles. Imho, we need to be able to fight close and fairly deadly. We can't be the equal of a true combat profession, we get too many other perks. Make our use to be able to get in, weaken the target in some way, and back out to use our "devastating" ranged attack(s). We can already do this with our ranged KD, our pre-nerf panic shot and last ditch. Only stands to reason we should have a bleed or poison at close range, or an enhanced intimidate of some sort.We are not tanks. We SHOULD be able to distract enemies yet slip away through "clever" tactics.
Grouping summary. It used to be that we could hide groups we were in from scans. WE either need documentation on this or to scrap it. IMHO we need to wait til after JTLS to work on this. I really don't see a use for smugglers in groups (we're loners anyway...right?) right now. Maybe we should be able to take whole groupsTO any point on a planetFROM another planet at an enhanced galactic travelcost. Not to intrude on rangers, but maybe on hostile planets, we give a group a bonus to "evade" hostile npcs (not creatures). We need to give our groups some sort of passive bonus that is worth having us along,since we aren't doing too much damage or tanking or healing.
I think I got Combat Role figured out to where I like it, so that leaves me with group role in orderto finish. As always, feel free to comment and correct. It is much appreciated.
Message Edited by Smuggler_Caylin on 06-07-2004 03:10 AM
Anyway, since you've decided to work on this, the least we can do is put in a little bit of our own effort. One thing I noticed you might want to include under the spices overview. "Due to the overlapping and overpowering nature of each successive level of spices, even prior to the Chef revamp only the top level spices were ever viable comodities. All spices below Booster Blue, Neutron Pixie and Muon Gold were essentially as worthless as these three are since Publish 7."