Smuggler Archive
Thread: Combat Upgrade: Spices
Dwiggz wrote:
Any ETA ?
Sad to say, but i think we won't see any of this in the NEXT year.
Afraid not. All I can tell you is in SOETyrant's update about the development team expanding, he's said there'll be information about the CU released in January.
WesBelden wrote:Afraid not. All I can tell you is in SOETyrant's update about the development team expanding, he's said there'll be information about the CU released in January.
Dwiggz wrote:Any ETA ?Sad to say, but i think we won't see any of this in the NEXT year.
saw it, good news
I think it's one of the best news in a while.
WesBelden wrote:
Spice has been seen as inferior to all other buff types for a considerable amount of time and could be argued to have been somewhat neglected. This will change come the CU, as all buff types, spices included, will receive a balance pass!
While I realise you want to know all about this, there simply are no details yet. Anything that is decided in detail will be subject to and likely will change once we start testing and the process of fine tuning and balancing things gets under way. However, rest assured Spices are being balanced along with everything else.
So let me get this right. You came up here to post that you know we have been screwed over all this time but you don't know anything about it either. I also like how you say ARGUED like it isn't obvious lol.
This whole post told us nothing..... we know they suck, and we also know the dev's aren't planning to fix them. Like normal no need to post about it.
testify4 wrote:
I welcome any change that makes it worthpowering up my food factories again! After the Chef revamp, my stockroom was bursting with crates of spice. I had to throw many parties to use it all up.
Malcolm_CaKre wrote:
Wes,
In case you get the ear of the dev team, while they're balancing spices...
Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).
Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.
mal
WesBelden wrote:
Malcolm_CaKre wrote:Wes,In case you get the ear of the dev team, while they're balancing spices...Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp (see the other truly outstanding post suggesting it).Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.malI'll ask, but I'm sure this is out of the scope of the CU. However, this is certainly something that'll be suggested for our revamp.
This would be awesome or at least a little content to get the schematic to make a crate or two
Malcolm_CaKre wrote:
Wes,
In case you get the ear of the dev team, while they're balancing spices...
Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).
Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.
mal
WesBelden wrote:
Malcolm_CaKre wrote:
Wes,
In case you get the ear of the dev team, while they're balancing spices...
Can we please make spices NON craftable? Make smugglers go somewhere and buy a crate of it off of a random NPC in a random NPC city. Have the /spiceHookUp command generate a waypoint for us, and we travel to the waypoint and meet the guy. Maybe the purchase gives us a short TEF? Maybe lower level spices will always be available within a few hundred meters, if we're in town. Maybe the higher level ones will always require extraplanetary travel. Maybe the next-to-best stuff will always be out in the wilds of a nasty planet. Maybe the very best (glitterstim?) will only be available on a Kessel Run, when we finally get our profession revamp(see the other truly outstanding post suggesting it).
Adding in just the non craftable aspect, and making us travel around to get crates of spice, would be a tremendous step for immersing Smugglers.
mal
I'll ask, but I'm sure this is out of the scope of the CU. However, this is certainly something that'll be suggested for our revamp.
Thank you, sir!
Maybe if we suggest it now, and again later, it will wind up on two sticky-notes, and we'll have twice the shot at getting it done? ![]()
I was actually thinking that if they're going to revamp spices for CU purposes, that the crafting methods (materials, experimentation, and so on) would be part of the overall spice revamp. So I suggested the /spiceHookUp idea as an alternative, on the assumption that both effect and construction/acquisitionwere on the table. But you've got a good point -- the dev team has a lot on their hands right now.
Mal