Smuggler Archive

Thread: Ok, problems and solutions. No time to waste!

majorslappy
Tue Jul 13, 2004 3:56 pm
#79

Remove Spices from Smuggler and put them in Chef or BE.



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I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
Obeewana_Doobie
Tue Jul 13, 2004 4:41 pm
#80

Limited market for non-master smugglers in regards to slicing for the player base.


  • Solutions:

    • Increase the amount of different things they can slice.
    • Allow for smugglers to have items or abilities that once earned will assist them in competing.
    • Make the process an application of player skill itself, where the smuggler has an actual hand on how good the slice turns out.

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I disagree with this. I don't think someone that just goes up the slicing tree should have near the business opportunities a Master Smuggler does. They shouldn't even be close. I'd like to see the results go down for slicing 4. You shoulda seen this argument the other day between a Slicer and a Master Smuggler. It should be definitive that a Master is WAY better at slicing.




I am an SOE customer, now only if they'd treat me as one...hell, I'd be happy if they treated me like a McDonald's customer.
JTGAlpha
Tue Jul 13, 2004 4:47 pm
#81

Yeah, but they ARE definitively better. Master Smugglers get a 5% range increase. Because I don't want all the goodies to ONLY be in the Master's box and NO fun at all below it. That's just as bad in my opinion.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

jbezorg
Tue Jul 13, 2004 5:58 pm
#82






Smuggler_Caylin wrote:

I idea behind the window is sounds as a solution.


The implementation is trickier.







Much as I hate to admit it, it is the best solution clunky as the ID screens are.


Reading the "A Chuckle For the Smuggler" thread I can see the need. Players are reluctant to hand over their prized weapons. There are stories of posers claiming they'll slice a weapon only to steal them and there are stories of players upset because they thought they were cheated out of 'Good Stuff' in a container opened by a smuggler ( we know better but some do not ). CSRs have better things to do then educating noobs because they still have to look over the report before they send out a copy of the FAQ.


Better documation may help but hell, I never read the manual when I was a noob because I was eager to get into the game.


A interface like the ID screen could be made to also keep a running total just buy allowing the smuggler to specify some simple pre determined pricing rules.



  • Xcr * the precent of the slice

  • No charge applied to the sliceif under X%

  • A flat rate per slice.

  • A base rate per transaction

Thusasumggler could, for example:



  • charge a flat rate of 1000cr plus 100cr per % slice with slices under 20% free

  • charge a flat rate of 3000cr with slices under 20% free

  • charge a fee based off the % of the slice

  • charge a fee based on a an amount already agreed upon

  • or any combination of the4 you can think of

The customer would be able to see the % slice in the attrib(s) modified and or the items contaied in a container.


The customer and the smuggler would also be able to see the tally ofthe smuggler'sservices during the transaction.


The interfacewould also be the smugglers 'workbench' allowing the smuggler to select what attrib to modify.


Naturally, you can still slice stuff in you own inventory so if you don't like the new interface, do it the same way you've always have.





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

Tonteth
Tue Jul 13, 2004 6:10 pm
#83

Spice shouldn't go to chef or BE. They should be given to smugglers by NPC, and we run them to other known NPC spice vendors.




Tonteth
Master Smuggler/Master Pistoleer/Master TKA
Tear the face off and wear it as a mask!


JTGAlpha
Tue Jul 13, 2004 6:13 pm
#84

What? NPC's should only sell spice? Yuck! NO! PC's should be able to sell it. That's nonsense!



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

jbezorg
Tue Jul 13, 2004 6:34 pm
#85




jbezorg wrote:





Smuggler_Caylin wrote:

I idea behind the window is sounds as a solution.


The implementation is trickier.







Much as I hate to admit it, it is the best solution clunky as the ID screens are.









Sorry, had to submit before I was finished.

Here comes the pitfall. Let me run you through this possible scenario:



Noob loads in at noob town and goes out and buys himself a CDEF rifle and some bone armor with the last of his credits bringing him down to 0.


Noob hears smuggler selling slices and decides to get his weapons and armor sliced.


Well... you can see where this heading...


So the weapon and armorare nowsliced and the smuggler's customer refuses to pay. What now?




  • Is the data for that weapon/armor stored in such a way that it can be unsliced? Now that brings up the question 'If I can un-slice a weapon for a customer that does not pay, why can't I unslice the weapon I just got a bad slice on?"


  • If I can't unslice a weapon, am I just screwed or am I gonna sit here all day following this guy around with the slice interface open hopeing that he doesn't get the idea to log out?

Limit the number of sliced items per transaction to one? No way. If it comes to that then you've just compounded the problem not solved it.


Render the weapons unusable? Very smuggler like but I can see the /reports comming from a mile away.





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

jbezorg
Tue Jul 13, 2004 6:36 pm
#86






Tonteth wrote:

Spice shouldn't go to chef or BE. They should be given to smugglers by NPC, and we run them to other known NPC spice vendors.







Goes against the entire philosophy of the game were the Players make all the consumables.





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

Capt_Baobab
Tue Jul 13, 2004 7:25 pm
#87

ok.. since when was spice ever made? from what i've gatherd, other than the chems, most of this stuff was MINED by slaves.... No one should be making it... we might be able to cut it with something, to mitigate puking perhaps? I for one am going to grind Spice (pardon the pun) and then concentrate on the (seemingly) more important stuff.. like sliceing... and pistols....



R.I.P. Chenlambec 6-23-04 to 8.9.05. Rogue Wookie,Smuggler, and Go To Wookie for Radical Limb Removal.
"I was born a smuggler, and I died a smuggler, and only the spicefiends mourned my passing."
The Inimitable Capt. Baobab
TomoRainer
Tue Jul 13, 2004 7:44 pm
#88



Ryutek wrote:
Well, definitely no use to give my opinion now that you have had to turn it in (I guess that is what I get for taking a vacation, lol) but the final version looks good to me.
The only thing I fear in what is mentioned would be the addition of modifiers in the Dirty Fighting Tree. That could end up being very overbalanced, and yet if a profession is remotely combat based (and half of our skillset is) then there should be modifiers.
Dunno, but that one is definitely a vicious loop





I think the potential viciousness of that loop depends a lot on how many modifiers smugglers are looking for. If the bulk of our pistol mods were to accuracy (just hitting things seems to be the biggest problem for "pure" smugglers), with maybe a little bit of speed and/or defense distributed throughout, it'd be foolish to take smuggler purely for the combat ability. Also, it's always made sense to me that combat mods could be split between Dirty Fighting and Underworld--dealing with all those criminals would go a long way to improving your speed/dodge/etc. ability. So long as we don't get greedy, I really don't think it'd be too hard to come up with some mods that'd feel worth all the skill points we spend.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


majorslappy
Tue Jul 13, 2004 8:18 pm
#89

Spice should be crafted by someone other than smugglers. Craft it, sell it, use it. But smugglers shouldn't me making it; someone else should.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
Geevo
Wed Jul 14, 2004 12:42 am
#90

If it isn't too late, add ... swap 'terminal slice' and 'container slice' abilities ... so Novice's are not dependent on jerks selling for 10k each



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Smuggler_Caylin
Wed Jul 14, 2004 12:43 am
#91

I did put a mention of swapping them, it's there.


I am however continually worried at what level we would have people slicing GCW terminals, so I tossed that in as well.



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

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