Smuggler Archive

Thread: should old acquaintance be forgot....

maxtheusher
Wed Apr 27, 2005 9:54 am
#1

I HATE this library. Crazy homeless people wandering around, this mouth-breather in the adjacent cubicle is not only mouthing the words as he reads, but is mumbling then to himself. I hate low voices. If I'm going to be distracted by you I at least want to know what the F*CK you're saying. Not, "wry b fwuhurmls who witheunmienanunboago " It's like aural water torture.


Sorry, just venting.


the TRUE purpose of this thread is ...


To remind everyone of ideas lost to the wind. First up are some quotes from Mr. Designer guy, Ralph K.


"We'll probably start out by putting simpler vehicle creation directly into the engineering profession, but eventually I'd expect it to go into a profession. We really see a lot of the strength of the game as being able to add professions. It's not just content. We can add entire new ways to play. I'll be vague here, but expect us to be adding many professions to the game."


"Multiple paths of advancement, and what's more, paths of advancement that use different advancement engines, are a key factor in several of the things I described above. Again, this is why we don't use XP-XP is not well suited to advancement in the context of roleplay-based, economically-based, exploration-based, politics-based, or any other non-killing-based advancement ladders."


"don't make the game centered around power differentials. This is what makes harder core players outpace more casual players, what makes it so that a high level player can't group with a low level player, etc. Both of those effects are things we want to avoid, so we're going to the root of it, and ensuring that our game system isn't based on massive differences in power. Instead, advancement is skill-tree based, which means you acquire abilities, not just bigger numbers. "



"As an example of where we are wrestling with this in Star Wars Galaxies--we have several very large overlapping constituencies of likely players. One, for example, is all those players who want to be Jedi. And Jedi, frankly, crush everything else in the setting. Then there's all these players who want to be melee fighters. All those who want to be Rebels and Imperials.

In the movies, the Rebels win by luck and pluck. It's not surprising that many players want to play Rebels. They are also all continuity fanatics, and keep insisting that everything be as like the movies as possible. If it were, the Rebels would wink out of existence in the first week the servers went live. We as designers feel an imperative to supply balance there simply because otehrwise, a major attractant to the game goes away.

On the other hand, we're just plain giving up on the issue of melee combat. A good ranged guy is always gonna take a good close quarters guy, and there's no getting past that. Yes, we've innvested a fair amount of time in vibroblades and stun poles and what have you, and there's skills to learn for melee, motioan captured moves, and all sorts of goodness. But really, we already know the min-maxers won't use that stuff. So it's there for those whose self-image really calls for it.

Lastly, there's those pesky Jedi. They're barely balanceable. So we're making them extremely rare (and no, I'm not going to say how, not even here. and we're going ahead and giving them the power. They're gonna be superbeings, and if you see one, run."



More to follow, if you have your own quotes from the development days, feel free




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GanymedePharuu
Wed Apr 27, 2005 10:15 am
#2

/cry

so about the vehicles... many people have come up with ideas for a vehicle revamp, including myself. and some have proposed a whole new profession to make vehicles, which would be similar to Shipwright. of course vehicle crafting and the whole vehicle system would become more similar to ships too.

My Vehicle Revamp Ideas

and this part seems to be more true in the post-CU environment:

"On the other hand, we're just plain giving up on the issue of melee combat. A good ranged guy is always gonna take a good close quarters guy, and there's no getting past that. Yes, we've innvested a fair amount of time in vibroblades and stun poles and what have you, and there's skills to learn for melee, motioan captured moves, and all sorts of goodness. But really, we already know the min-maxers won't use that stuff. So it's there for those whose self-image really calls for it.

Lastly, there's those pesky Jedi. They're barely balanceable. So we're making them extremely rare (and no, I'm not going to say how, not even here. and we're going ahead and giving them the power. They're gonna be superbeings, and if you see one, run."

so that's nice that ranged finally got it's due. and jedi will probably be a lot harder to earn, and to keep.

it's just too bad they abandoned the idea of alternate, multiple paths of progression, and the idea of aquiring more skills rather than bigger numbers (but at least skills mean more than numbers in PvP now).



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
maxtheusher
Wed Apr 27, 2005 10:59 am
#3

"In addition, we also only do collision & combat out to 128m (yes, that's going to be the maximum range of weapons as well)--and that's at most, in most cases it will likely be a lot less. At 128m, another player is around 2-6 pixels tall on your screen, so we don't see this as being a huge problem."






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