Smuggler Archive

Thread: Simple Smuggler Revamp Question Ideas

garvin
Wed Jun 16, 2004 9:57 am
#1

Hi Everyone,


While we wait for news regarding the Smuggler Revamp, I thought it might be nice to start a "simple" questions post that I could pass on to GreenMarineand the other Devs. They haven't asked for anything like this or confirmed they'd have the time to answer all the questions, but I don't think it would hurt to have a thread started (if their isn't already one started that I missed)...At various times I will take this post and pass it on to the Devs to see what answers we can get (outside the 19 Answers type posts)....Plus, you never know who is lurking here that might pop in to the thread and give us a quick response...


So what I am looking for is a Simple question...nothing that will take them a long time to answer/research or goes into to much detail at this point...The more detailed the question, the less likely to get a quick response...


Example Questions:


  • What other items besides weapons and armor will Smugglers be able to slice after the revamp?

  • If Pistols are being considered for removal from the Smuggler profession, will there be another ranged weapon added as a replacement?

  • What new titles, if any, are being considered for the various Smuggler Trees?

Basically simple questions that the Devs can respond to with one or two sentences...Some questions we may have already heard answers to in the past, but sometimes the answers change, so don't be afraid to ask something that has been asked before...


So post the simple questions you'd like to see answered and I'll work on seeing if we can get some responses...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

AngusMacGregor
Wed Jun 16, 2004 10:05 am
#2

How about...


Is it possible to get some speed and accuracy pistol mods during the combat rebalance to tide us over until the Smuggler revamp?


I hate being so slow and inaccurate, while having one of the best pistol specials in the game. Not to mention that it would be nice to get missions befitting a Master in an elite skill, instead of taking the same missions as someone with Pistols IV in the Marksman tree. We shouldn't have to dabble in Pistoleer to be decent with a pistol, considering how much Pistol XP we have to get to be a Master Smuggler.




"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
Silvershayde
Wed Jun 16, 2004 10:11 am
#3

Are we going to have to purchase JTL to get the full benefits from the Smuggler profession after it has been revamped? I'm aware the revamp is after the release, but will Smugglers without the expansion be as effective and competitive as the Smugglers with the expansion?


Kyllara

Master Smuggler
WayneInAustin
Wed Jun 16, 2004 10:23 am
#4

I think it is too early in the process for answers to all your sample questions, garvin (no offense.. just a comment). GreenMarine just now seems to be deciding the kinds of things he will put in, much less the details. I realize those were just sample questions, though. Are you limiting the questions to smuggler revamp questions?


Here are some more general things I would like answered, mostly Yes/No questions:


-- Is it expected that spice enhancements will compete on an even par with chef food and drinks?

-- Is it expected that spices will offer NEW enhancements (different than those offered by chef F&D)? or just different variations on the same ones. (may be too detailed for this point in time)
-- Has it definitely been determined that tool quality will now play a role in slicing?

-- Is it expected that a Smuggler will need approximately the same number of Skill Points to Master?

-- Our smuggler-granted combat skills now are defensive.Is that expected to change?


Not smuggler related, necessarily:

-- Willmining/harvesting of resources (minerals, ores, etc.) become more restrictive?

I.e., require some skill points so that not everyone and their dog can mine?
-- I like "group instance" quests, such as the Corvette.Are there more of these planned?





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


garvin
Wed Jun 16, 2004 10:36 am
#5






WayneInAustin wrote:

I think it is too early in the process for answers to all your sample questions, garvin (no offense.. just a comment). GreenMarine just now seems to be deciding the kinds of things he will put in, much less the details. I realize those were just sample questions, though. Are you limiting the questions to smuggler revamp questions?





No offense at all...Personally I don't thing it's ever to early...even if there aren't answers yet to some of the questions, they may get the Devs thinking about them...


If we ask about a certain spice having effect "A" on ability "B", we may get a response like "We haven't currently made any decisions regarding spices, but I do like that idea and have added it to our list of possibilities"...


The best time to ask these types of questions seem to be during the development processes...it helps get those creative juices flowing...now if only somone would slip these Devs some mind spice and really super-charge the Smuggler Revamp...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Ragnaat
Wed Jun 16, 2004 10:37 am
#6

Here's a few off the top of my head, I'm sure i could fill a book if I dwelled on it. These questions are all aimed at being things that the staff should address at some point in the process, or in some fashion have answered by the end of it. Like a previos poster stated its a bit early to be able to form questions that I would think could be answered immediately. [and i'm ok with that]

* Will there be any focus during the revamp on fixing bugs in functionality that doesn't get "revamped"? Things like pulling laser knives from crates, terminal slicing not lasting through a mission refresh, droid compartments hiding contraband allowing anyone to "smuggle", etc?

* Whatever is done to modify the Dirty Fighting line, how are you addressing the situation where currently the line is a ton more benefical for a master elite to dabble in it then it is useful to the player that is strictly a Smuggler? Similarly, how will you be addressing the de-facto pre-req of a novice elite combat prof (right now pistoleer) because of the need for weapon certs and basic combat specials in or to be competant in battle?

* On issues of experimentaiton in whatever crafting remains in the tree are you open to dicussion on the matter, or are those decisions going to come from the top down?

* [future question]: Will it be possible to get information on resource needs and leveling requirements as early as possible so that those of us testing can prepare.

* Are any of the skills or abilities that we currently have going the way of the dodo in the revamp?

* Am I really gonna be able to low blow (or whater specials remain) with a bowcaster? YAY! =)

* Will there be any focus on additional inter profession reliances? Things like DEs or tailors making compartments used to conceal items, DEs making specialized protocol or Rseries droids with terminal slicing features or other communication bonuses, chefs or docs being brought into the spice production equation, etc. etc.

* Will there be the potential for more skill mods of various kinds in the skill tree and the ability to augment our base skills with new skill tapes or modded clothing?



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
DrevenStrobe
Wed Jun 16, 2004 10:39 am
#7

How about:


-Will I need JtL to be an effective Smuggler? Or, will I be able to maintain a fulfilling game-play experience being only a ground-based Smuggler?



Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
CorruptedData
Wed Jun 16, 2004 10:59 am
#8

One Simple question: Will Smuggler be a fun profession?



September 16th, 2003: Q-3PO wrote -
"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)."
See How well that worked??
JTGAlpha
Wed Jun 16, 2004 1:30 pm
#9

Roughly and generally, what, if any, items will be added to the contraband, and can we get a general idea as to what's going to fall into which category of illegality?



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

Smug-Druggler
Wed Jun 16, 2004 3:03 pm
#10

DrevenStrobe & Silvershayde:


Not 20 minutes prior to the timestamp on this post, I read a private message from GreenMarine regarding the status of Smuggler Players who don't purchase the expansion. He states:


"I don't think you'll have to purchase Jump To Lightspeed to fully realize being a Smuggler. You will want to purchase JTL because it going to be damn cool."


That was the total reply. While it's not an absolute confirmation (" I don't think you'll have to purchase...") it is somewhat refreshing to know someone from the design side wants to avoid this possibility.


Of course you'll want to read it from him.


And, GreenMarine, sorry if I jumped the gun. I didn't intend on quoting you until I saw these direct questions in this thread (it is an old question anyway). My first loyalty is to my fellow Smugglers.


And GreenMarine, if JTL is "damn cool" I'll be allon it like snow on Hoth, buddy!


Respect



Keer Tregga the "Smug Druggler" -- Corrupting the Galaxy One Spice Run at a Time....
Mor-Dan
Thu Jun 17, 2004 1:54 pm
#11

if pistol XP is going to be removed, are the pistol specials going to be removed?

there was earlier talk of adding unarmed specials, is this still being looked at?

how about a tree like BH that is a smuggling experience tree? it could take the place of pistol XP in the underworld tree.

if pistol specials get removed, will we be given any combat abilities (not that i think a smuggler should need them)?

can we make the adrenal boost looted from the geo cave a loot drop that adds to a spice to increase power and duration?

if we are going to receive hand combat specials, can we get a VK cert somewhere in our tree?



i also want to comment about the idea of adding pistol mods. i think this a bad idea. as a master pistoleer/smuggler, i know just how fast i can fire that shot. even with the revamp, a person maxed on their speed will be getting 1000-1500dmg+ per second. this is an area that only a master TK, Commando, or BH should get to. speeding up smugglers and making them more accurate just reduces people's need to get the speed/accuracy mods from pistoleer, and would render attachments virtually obsolete.

leave the mods where they are, but add the DE-10 cert to the master smuggler box, the DX2 to the 2nd box of the smuggler pistol tree, and the Geo Pistol to the 4th box.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
BrekSunlighter
Thu Jun 17, 2004 2:01 pm
#12

How about:


Is this gonna make alotta people go smuggler? One of the appeals of being a smuggler is being not so many in number, therefore an elite group willing to risk lives for credits on a daily basis. Gonna suck if everyone is running around as a smuggler. Just my 2 creds, I could be wrong.



Brek Sunlighter - ISB
Vader's Elite Squad Leader
Master Smuggler/Pistoleer/TKA

Kud'ar Terrik - ISB
Master Brawler/Ranger/Fencer
AngusMacGregor
Thu Jun 17, 2004 3:51 pm
#13






Mor-Dan wrote:
i also want to comment about the idea of adding pistol mods. i think this a bad idea. as a master pistoleer/smuggler, i know just how fast i can fire that shot. even with the revamp, a person maxed on their speed will be getting 1000-1500dmg+ per second. this is an area that only a master TK, Commando, or BH should get to. speeding up smugglers and making them more accurate just reduces people's need to get the speed/accuracy mods from pistoleer, and would render attachments virtually obsolete.

leave the mods where they are, but add the DE-10 cert to the master smuggler box, the DX2 to the 2nd box of the smuggler pistol tree, and the Geo Pistol to the 4th box.





No offense, but it's easy for you to say that the Smuggler class doesn't need speed and accuracy mods... because you already have them. Not all of us have the benefit of grabbing mods from another profession. I'm a Master Smuggler/Master Merchant.... and even adding +50 to my speed and accuracy would help out tremendously. And even with good speed mods, it wouldn't help people who also have Pistoleer because of the speed cap.


When I talk about adding the mods, I am thinking of the Smuggler profession... not the Smuggler profession and whatever other profession people take to be decent in combat.





"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
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