Smuggler Archive

Thread: Revamp Discussion: Contraband & Smuggling Missions

Xeranx
Tue Jun 22, 2004 8:01 am
#1171






station1 wrote:


I'm just not sure its a good idea to force them to choose between using allsucky weapons/armor or be ganked by goon squads.





Those sucky weapons you are referring to are usually made by master weaponsmiths/armorsmiths right? Already you're saying that whatever a master of those professions creates will never be good to you yet you pay thousands for that "sucky" gear.


Not everyone should have access to slicing the way people have it today. It's an illegal modification of gear. Minor modifications can be made. That's why weaponsmiths can put scopes on pistols.People should be fine using the weapons that a master can make otherwise what are those skill mods for?





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Numen
Tue Jun 22, 2004 8:02 am
#1172






cheserna wrote:


if you want to be a smuggler and not be hunted, then don't do things to increase visibility...
if you want to use illegal items(like sliced items, spice, whatever), then you do so at the risk of being hunted...




This basically makes smuggler a PvP profession. Some people want this, but others would prefer the current system over that. There can easily be different levels of smuggling. Only the highest levels get visibility and the PvP aspect.




Amandil Morier - Tempest - Master Chef
Arg0nus
Tue Jun 22, 2004 8:04 am
#1173

I usually stay out of these discussions, because I usually have no input.


I have read the majority of the several thousand posts.....and get a general feel for this thread.


The Smuggler revamp is about 98% good.


The only thing I don't likeis the Forced PvP.


I don't PvP, not because of emotions, or the feeling that I am murdering someone...I don't PvP because I can't tolerate most of the PvPers. (as someone else stated) I am sick of theI ownedyou (Usually said inL337Speak)crap.


I also find that most people are TKs on my server...so fighting them is about pointless because they will just spam Dizzy/KD and put you on your back and they get free hits on you because you can't get up...Not to mention that I can't hit them worth a darn even at Master Swordsman. I can get a couple lucky hits in...but by that time, I am on my back, and the TK is spamming Unarmed hit 3 or something, and all I can do is watch my armor's condition drop, and my HAM bars disappear. (I can't wait for the combat rebalance)



The biggest worry I have is that the contraband will kill a part of the economy, and make smugglers about useless for spicing and slicing.


I would rather just go about my business as a happy neutral player, and let the Imps and Rebs all kill each other, while they shout at each other "JOO SUXXORS!!!" and "I PWNED JOO".











Bored of the Grinding. Taking a break for an unspecified period of time.
Tozzer
Tue Jun 22, 2004 10:08 pm
#1174

sweet

this is why im comming back as a smuggler and dropping BH



Spynet.ops Durotar
JEDI HUNTER TEAM


-JEDI HUNTED AND KILLED: 29-
-Geatest thing in this game is having a jedi beg you not to deathblow him-
- RANGE BOUNTY HUNTER-
DevilPuppy
Tue Jun 22, 2004 10:11 pm
#1175

this would be a perfect time to add in player bounties....

A person who refuse's to deliver the item, and kills the NPC that scanned him or whatever, he will be put on the terms..

And the more ammount of violations, the higher the bounty.



ZeFeroth Fadis
Rockhurst
Wed Jun 23, 2004 12:20 am
#1176

I'm a BH and I can say this is the best attempt at adding real content to SWG yet. You say, "If we find out one system is going to be more work than expected, we might have to replace it with a different idea", but please. For as much work as there is being spent on Jedi...take the time and effort to make this one happen. This would not only benefit Smugglers, but BHers and the entire SWG community in the form of new products & services...as well as a more immersive gameplay. You're selling yourself short calling this just a Smuggler revamp. Great job! If this goes through it might just save my account.



Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
Jake-MP
Wed Jun 23, 2004 2:23 am
#1177



Waste93 wrote:

Wanted to add another reason here. It has to do with TEFs. Group TEFs are kind of hard to understand or follow and causes problems. As someone that rarely does PvP the few times I've done it I've been discouraged from this aspect.

People that are grouped with the person you are fighting do not turn red on your radar. So it is difficult to tell whom is now your enemy until they attack. This allows them to get in the first attack which can be a major advantage resulting in severe frustration.

You also have the issue of not being able to tab to these people. You actually have to click on them which in a moving fight can be take some time as it relates to the combat.

Right now PvP is just kind of quirky as compared to PvE which is what most people are use to. So they expect it to work along the same lines. When it doesn't they get frustrated.

Just as they do when they get dropped from someone that shows blue on their radar and they couldn't attack until that person attacks them first.

You also have those cases where the winner of the PvP starts to taunt the defeated opponent. Or vice versa. Something that quickly aggravates players, especially those that rarely PvP.







There are at least a couple of interesting points here, but I think the main one is more of a... not sure how I wanna say this... game playing convention. The fact that a persons friends (eg, groupmates) are not readily apparent is actually a good thing. Think in real life terms for a minute. Let's say for what ever reason you wanted to badly injure me. You go through the trouble of tracking me down and just jump right in for the attack... unfortunately for you, I've got a lot of friends nearby. Do you really think you'd be able to come out of that situation unharmed? Do you think that you'd even know who all of my friends were before they made some kind of a move on you? Had you done a little more recon on me, you may have been able to tell that I was with a large group of friends. You then could have decided that it may be a better idea to track me down again some other time or maybe try and follow me around until my friends depart. In fact, I'd almost say that the system in place now is actually too much in favor of the bounty hunter. If my in-game character is attacked while surrounded by friends but we haven't bothered to form a group, there's nothing they can do to help me.

The one part that I'd consider perfectly valid is not being able to tab to them. If they've already made it apparent to you that they are my friend (eg, made the first move), then they should be like any other enemy (red on the radar and a tabstop).
majorslappy
Wed Jun 23, 2004 5:24 am
#1178

Everything in the PvP or not debate up to this point has revolved around one BH and one smuggler. What happens when the smuggler is gang-killed by the MBH and 12 of his closest friends? This is one of the reasons we have to come up with a solution that will provide smugglers a chance to escape. As a smuggler I don't want a stand up fight. I want to shoot the BH in the family jewels and take off to parts unknown.



--------------------------------------------------------------------------------------------
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.
WaspQueen35
Wed Jun 23, 2004 5:33 am
#1179

Any chance that a Player Building certed to Smugglers be made as a Hideout/house? Maybe even have part of it, if not most of it, underground? I'm sure it'd be too much to ask for a Player-Placed building that would act as a launchpad/spaceport for our spaceships to also launch from.
Arg0nus
Wed Jun 23, 2004 5:37 am
#1180






majorslappy wrote:

Everything in the PvP or not debate up to this point has revolved around one BH and one smuggler. What happens when the smuggler is gang-killed by the MBH and 12 of his closest friends? This is one of the reasons we have to come up with a solution that will provide smugglers a chance to escape. As a smuggler I don't want a stand up fight. I want to shoot the BH in the family jewels and take off to parts unknown.






Heheh. There is the problem. You KNOW that Griefers will be there, in groups of 20. All MBHs.... I don't know of too many BHs in Star Wars, that really WOULD group up on a bounty. They are greedy sobs. They would want the bounty all to themselves....and I can't blame them. There are some pretty hefty bounties issued in the EU.


As for the solution to escaping....Similar to the method of travelling. If the Smuggler can stay alive for say....30 seconds....he calls for emergency pickup from a smuggling buddy...Or when JTL comes out, he can call his own ship. They have talked about remote controls on personal ships. Han and Lando both have them, and I am pretty sure Mara Jade had one.


The trick would be to stay alive for 30 seconds. Smuggler could burst run and hope that he doesn't get hit with a KD attack.





***Added as an afterthought***

There is a way that my idea can be exploited...just realized it. Would have to put a timer on it, say 1 hour between uses, and can only be used when you are tagged as a mark and that BH is engaged in combat with you. Drop you off at the nearest base, I think would be the best option.

Message Edited by Arg0nus on 06-23-2004 07:43 AM



Bored of the Grinding. Taking a break for an unspecified period of time.
Knapf
Wed Jun 23, 2004 10:02 am
#1181






Waste93 wrote:






GreenMarine wrote:



The reason players do not like PvP is that


  1. PvP is harder. This isn't a major reason, but it is true.

  2. PvP involves emotions. Sometimes nasty ones. Revenge, anger, and so forth.

  3. PvP approximates murder. Some players aren't comfortable with that.

  4. PvP is unpredictable. It involves a different skill set from PvE (Although its a subset of PvE).

I believe 2 & 3 to be the main reasons. You'll see players saying they want PvE bounty hunters to come after them, but not players. The penalty for failure is nearly the same. The loss of time is invariant.






Wanted to add another reason here. It has to do with TEFs. Group TEFs are kind of hard to understand or follow and causes problems. As someone that rarely does PvP the few times I've done it I've been discouraged from this aspect.


People that are grouped with the person you are fighting do not turn red on your radar. So it is difficult to tell whom is now your enemy until they attack. This allows them to get in the first attack which can be a major advantage resulting in severe frustration.


You also have the issue of not being able to tab to these people. You actually have to click on them which in a moving fight can be take some time as it relates to the combat.


Right now PvP is just kind of quirky as compared to PvE which is what most people are use to. So they expect it to work along the same lines. When it doesn't they get frustrated.


Just as they do when they get dropped from someone that shows blue on their radar and they couldn't attack until that person attacks them first.


You also have those cases where the winner of the PvP starts to taunt the defeated opponent. Or vice versa. Something that quickly aggravates players, especially those that rarely PvP.





Message Edited by Waste93 on 06-21-2004 04:06 PM




All very good points.


I have PVPed a bit and I don't mind it too much but I would say the BIGGEST reason is that in PVE the Target doesn't spend it's time tweaking its skills and equipment to be a better killer. I must say the best over all idea is what Green has put down about the level bring different levels of danger. It fits the way the game plays out now and would let those that want to pvp do so,


OdiousEncounter
Wed Jun 23, 2004 11:12 am
#1182








GreenMarine wrote:


Funny you mention that, our gameplay code is written in Java.





Really! I'd have thought Java would be too slow to run most of SWG, or maybe I'm just misinterpreting what you mean by "gameplay code". Regardless, Java is a passion of mine, so that's exciting to hear.



----------Auriga Starlighter----------

Aanu
Wed Jun 23, 2004 11:39 am
#1183



A big SALUTE toGM and you Smugglers. As a bounty hunter its nice see you guyspushing for real content thathas the potential to make this gamebetter for more than themselves (not likeour glowstick buddies and their 2 publishs).


Also, I know the PVE oriented smugglers may be weary of forced PvP, but what ifyou couldslice into a terminaland place atimer on your bounty. That way, you would only have to worry about player BHsfor a certain amount of time? Clearly this should a terminal different than a BH term, since you wont want to be standing around where the BH congregate. The visibility idea is clearly a nice alternative but I really think the PVEr is really missing out on some thrilling content thats worth considering.


Either way, it refreshing to see constructive and responsive dialogue between this dev and the community. Keep it up!


Aanu Calderis

Master Bounty Hunter

Message Edited by Aanu on 06-23-2004 11:41 AM



Aanu Calderis
Master Bounty Hunter
Bounty Hunters Alliance -BHA-
AIM: AanuMBH
Scylla BHA Website


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