Smuggler Archive

Thread: Smuggler Revamp Delayed

EnderUK
Tue May 04, 2004 6:46 pm
#79

I'm kinda of upset and happy at the same time. Damn the smuggler "revamp" isn't going through as schedualed in publish 9. Wow Hoo the smuggler "revamp" isn't going in Publish 9.


Any chance this will be push a side again when the time comes?





I too use to have a fancy sig, then it got pwned - Kenney Ender
yimaz
Tue May 04, 2004 6:48 pm
#80

Please, please, please pay attention to the great idea's and concepts offered in all of our threads. Some topic's that need looking at:


1. Player Smuggling


2. Becoming targets for Bounty Hunters


3. Making EVERY spice usefull


4. Feign Death and how it relates to PvP


5. Slicing options for Master Smuggler's


6. Real penaltys for the use of illegal iteams FOR ALL PLAYERS.


7. Our place (Smugglers)in the GCW


8. Our empty skill tree's including Master


9. There are more issues to be looked at but these seem to be the main one's andI wanted to keep this message short and simple.


Someone posted in here somplace that Jedi's, Bounty Hunters, and Smugglers are the core of what Star Wars is theyare right. Han Solo deserves as much love as Luke Skywalker please put the time and energy into a true revamp and you will see the reward it will bring to all the players of SWG. Thank you forwhat will hopfully be a great re-vampand keep in touch......





Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

kalmank
Tue May 04, 2004 6:49 pm
#81

Hey all,


I have an idea for the revamp that would combine it with a dungeon: The Spice Mines of Kessel. This is a "long-term" dungeon, which means you can possibly stay a few days in it. Smugglers can actually get to smuggle. Here's the story:


Jabba the Hutt needs more raw spice, now that Imperial troops are seizing random shipments during the Crackdown. So now, Hutt mobs are "kidnapping" players randomly on Tatooine, and hiring bounty hunters to kidnap those with low or negative Jabba Faction points, and bringing them to work in the spice mines. When you are DB-ed by specific mobs, instead of cloning, you are brought to the lowest level of the spice mines.


For player bounties, here's what I envision. The game randomly picks names of those who have low or negative Jabba faction, perhaps even the lower you have, the greater chance your name gets picked. These are posted on the BH terminals, just like Jedi. The player will get a TEF, and will most undoubtedly be caught unawares. And THAT is the beauty of it - people want the game to be more Star Warsy - no one in the Star Wars universe who crosses Jabba the Hutt can expect to go unscathed. So you can be placing a harvester or playing music in a cantina, but he will track you down.


One on Kessel, all ofthe player'sinventory and clothing are gone, stored in a lockbox which he can access if he manages to "escape." He is equipped with a prisoner's uniform. There are three ways to escape. The first is to pay off the level supervisor with a large sum of credits. This will bring you back to the closest starport to where you were kidnapped.


The second method is to work your way up to the top level of the mine. Each level has a quota of spice to mine before you can move on. Spice is mined like sampling resources. Also, you can get more spice to move things up by doing missions for fellow prisoners (NPCs) or supervisors. Once you get to the top level, You can bribe (with spice) your way into the Lockbox storage, which acts like a temporary bank, where you can retreive as much of your belongings as you'd like (in case you want to leave room in your inventory for the loot you've gotten in the mines), and run past the guards to a shuttle. This method does take a while, maybe a few days for a casual player, but you end up with the most amount of raw spice.


The third method is to get smuggled out. The only way to get to Kessel is to be kidnapped - but Smugglers with the Underworld and Spices trees can travel there from Tatooine spaceports. They are free to walk around, but they cannot actually mine the spice. There are missions they can do to get spice and loot, and they can also buy spice from prisoner players. Their best function is the ability to smuggle players (by grouping with them)to the surface of Kessel where the lockbox and shuttle are, usually in exchange for spice and/or credits.


New spices will be introduced that are mined. One idea I have is Glitterstim, from the novels. What it does is double the amount of whatever doctor and chef buffs you have when you take the spice, for 30 min (the downer is for 10 min you'll have no buffs at all). The raw spice that is mined cannot be taken as is - smugglers use them in crafting eatable spice. Something as good as this will encourage smugglers to come to Kessel.


More ideas arefor Bio-Engineers to get themselves kidnapped to get dna samples from underground creatures in the mines. Maybeanyone who is grouped with a smuggler can fly to Kessel (with their inventory and weapons), to try to take over the spice mining facility by killing certain npcs, and while they control it, they get a flow of raw spice into their inventory.


Lastly, since the planet Kessel's atmosphere is mostly unbreathable away from the mines (this is from the novels), very little of the planet's surface would need to be created, and the focus would be the mine itself. Also, since the Kessel system has a black hole in it, the sky could look really cool.


Ok, that's it for now. What do you all think?


-Isildur


Intrepid




* Isildur Sennen *
* Rummicub *
-- Intrepid --

Offer any items I win to my vendor near Coronet, at: -38 -5535
WookieBounty
Tue May 04, 2004 6:53 pm
#82






yimaz wrote:

Please, please, please pay attention to the great idea's and concepts offered in all of our threads. Some topic's that need looking at:


1. Player Smuggling


2. Becoming targets for Bounty Hunters


3. Making EVERY spice usefull


4. Feign Death and how it relates to PvP


5. Slicing options for Master Smuggler's


6. Real penaltys for the use of illegal iteams FOR ALL PLAYERS.


7. Our place (Smugglers)in the GCW


8. Our empty skill tree's including Master


9. There are more issues to be looked at but these seem to be the main one's andI wanted to keep this message short and simple.


Someone posted in here somplace that Jedi's, Bounty Hunters, and Smugglers are the core of what Star Wars is theyare right. Han Solo deserves as much love as Luke Skywalker please put the time and energy into a true revamp and you will see the reward it will bring to all the players of SWG. Thank you forwhat will hopfully be a great re-vampand keep in touch......








I believe in a general sense this is a great starting point to giving us what we're looking for. If you break these down to be more specific then we'll be on our way to Pub 11. Yay



§
Soar...Master Smuggler
Soar....lvl 60 Human Mage
h TarquinasLegion.comh
Meaux
Tue May 04, 2004 6:59 pm
#83

I guess I'm one of the few who are not too happy. I would prefer that SOE's mainconcentration be towardfixing existing professions to stablize the basic game before moving to new content, expansions, races, professions, etc.Granted they are doing that by claiminga combat rebalance but what will happen to that if they go back in later to fiddle with professions? Its interesting that most people who are happy about the delay include an IF statement, as in "IF the revamp is done right." Typically they've never fixed anything very thoroughly. Since everyone has read the initial post, I assume everyonenoticed that of the four precursors to the suggler revamp (Combat Balance, the Jedi Revamp, Space, and new content) 3 out of 4 are newer than the smuggler profession. It givesone asense of were the priorities lie. Also, the use of "new content" is somewhat open ended. Call me jadded but I'm expecting a footnote smuggler patch about Thanksgiving.
WintheSmuggler
Tue May 04, 2004 7:00 pm
#84

Thank you TH! While disappointed that I will have to wait longer for the revamp I would much rather it be delayed and done correctly than rushed and cobbled together.
JediKozel
Tue May 04, 2004 7:07 pm
#85

hmmm. another delay, another promise. You know, I really expect you, Dev team, to come out before Publish 11 and announce that we've been delayed until after "Jump" ...

But I guess I'm also glad that you decide to postpone this.

I do have a real concern though - did you delayed this because you needed more resources for Jedi Revamp? or because you want more time to include real smuggling content into the game? Is it still possible to fix some of the bugs and skill descriptions that we currently have? Do we really need to wait till Publish 11 to get some description for our Master Skill box?



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)
Ryutek
Tue May 04, 2004 7:08 pm
#86

Provided some really good ideas are implemented, and not just the same "bug fixes and tweaks" that were mentioned as a Revamp, then this is music to my ears!





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]
RogueForce
Tue May 04, 2004 7:18 pm
#87

Well this is certainly better than what was planned.....Glad I decided to follow the holo for awhile, I should have more than enough time.



Rogue Lightrider
Broken_Smuggler
Tue May 04, 2004 7:20 pm
#88

This is dissapointing and exciting news to hear at the same time. The proposed changes we were shown just isnt going to cut it, and I dont think anyone here wants to get stuck with a bad revamp. With that being said, the revamp being delayed better be a real revamp! We need some real class development that includes:



  • Player Smuggling

  • An optional, but lucrative mission system that includes real consequences (i.e. Bounties!)

  • Methods for evading BH's and Intergalatic Police Forces

  • Spices that actually work and are benificial to use (not one or two, but all of them!)

  • Dirty Fighting Specials that work (i.e. Fix feign death and panic shot - Make them useful again!)

  • Refine slicing

  • Profession Documentation (We arent jedi here, we should know what box does what...as it stands, ourskill trees tell us next to nothing)

These things are absolutely critical if you want to sucessfully revamp the smuggler profession. I applaud you for delaying the initial revamp, but only if you do things right in publish 11. After that, there is no remorse....do it right the first time!!!




Orim & Driego
Citizens of Scylla
Pistoleer / Smuggler / Carbineer/ Bounty Hunter
Proud Members of The Alliance Strike Force
SpaceCrazy
Tue May 04, 2004 7:21 pm
#89

As you will be reading this thread, please take a look at the ideas in the Important Links for the Smuggler Forum stickied here, and even more importantly, provide feedback on what is and is not feasible. The threads linked there written up by Caylin, Kav, and Electronomad are very detailed and contain some excellent ideas. We've said many, many, MANY times what we'd like to see for the Smuggler profession.

We should also be let in on what the devs have already thought up, so we can provide constructive feedback on what we think of it before it gets coded. As has been noted many times before, Smugglers have been told we are due for some major love from the devs "soon" going back to when the game was released. Our revamp needs to be just that...a revamp...rebuild the Smuggler profession from the ground up.

We can only hope that the GCW revamp scheduled for Publish 11 doesn't overshadow our revamp, limiting what can be done, as it would seem the Jedi revamp did to us this time.



Mesca Phost - Scylla - Rifleman/Ranger/Pilot
Crem Darkstrider - Wanderhome - Smuggler/TK/Brawler/Pilot
Mesca' Phost - Bria - Grand Master Entertainer
(Master Ent/Music/Dance/ID)

Cancelled 7/27/05 - I joined to play Star Wars, not Jedi-BH Wars. You've ignored/gutted/abused just about every other profession in the game, while spending most of your time working on Jedi and BH as they related to Jedi. You've basically killed the game for anyone who doesn't want the glowstick. Congratulations.
SpaceCrazy
Tue May 04, 2004 7:23 pm
#90

Forgot to add. I hope that our revamp does indeed include plenty of ground-based content for Smugglers. We are all expecting to see some good Smuggler content when the Space Expansion comes out, but ground-based smugglers need something to do too.



Mesca Phost - Scylla - Rifleman/Ranger/Pilot
Crem Darkstrider - Wanderhome - Smuggler/TK/Brawler/Pilot
Mesca' Phost - Bria - Grand Master Entertainer
(Master Ent/Music/Dance/ID)

Cancelled 7/27/05 - I joined to play Star Wars, not Jedi-BH Wars. You've ignored/gutted/abused just about every other profession in the game, while spending most of your time working on Jedi and BH as they related to Jedi. You've basically killed the game for anyone who doesn't want the glowstick. Congratulations.
Sapperlight
Tue May 04, 2004 7:30 pm
#91

Having re-read the post, I now realize that we're not getting pushed back six weeks, but twelve. In other words, we're not getting any attention for 3 months. We'll finally get that 'loving' Q-3PO promised us almost a year late, just weeks before the Space Expansion. To me the implication is that the devs have given up on our profession and admitted that it is without use or substance without the SE. Understand where this leaves us for the next 3 months:



  • Feign Death is still subject to the most absurd mob AI known to man.

  • Panic Shot is still nerfed and obviously has not been revisited despite SWG-Runesabre's claim that it would.

  • The market for spices is dead now and will remain so for the next 90 days.

  • For those of us that still use spices, we will remain without a fix or even an explanation of the stealth spice downer nerf.

While I accept that the devs bit off more than they could chew and finally admitted that they couldn't give us a revamp in Publish 9, there is nothing to make me think that we won't get the same avoidance, lack of communication, and maltreatment that we have as we approached this revamp. It's a sad day when the least played profession in the game gets a revamp before one of the most iconic.




S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


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