Smuggler Archive

Thread: The Risk is in the WRONG place!

GanymedePharuu
Fri Jun 24, 2005 8:58 am
#1

i'm slightly unhappy about the changes announced yesterday.
here's why:

1 - Risk Vs. Reward has been canned (once again) -
sure i understand the concept of uber slices being hard to attain. they wanna make it hard to obtain a great slice? fine by me. but this "Plan B" does NOT solve the issue of "risk vs. reward". yes there is risk for Smugglers or whoever is getting these looted components. a risk of dying to get something.
but listen up, cause this is important...

THIS IS NOT THE RIGHT KIND OF RISK!

there NEEDS to be a risk AFTER the slice.
the slice makes the weapon contraband. contraband should be strongly regulated by the Empire and local authorities. if you're caught with ANY contraband (sliced weapons or armor, spices, rebel related items, ect.) you should suffer some sort of risk of penalty.

"but Kohs, penalties aren't fun" BOO FREAKIN HOO! YES they are fun, when there's a chance of avoiding the penalty through the use of your brain.

the "breakage" system did provide some after slicing risk, but it too wasn't exactly the right type of risk. but now that's gone and there is no more after slicing risk. plus there was no way to avoid the penalty through the use of your noggin.

we need a system where there's a chance for real AFTER SLICING risks. but also a way to avoid those penalties through some quick thinking. Smugglers of course, should get an advantage of avoiding the penalties.


2 - No more mini-game -
what the eff happened to the cool mini-game? a mini-game like that could make the experience of being a Smuggler SO MUCH MORE ENJOYABLE.
also so much more immersive, interesting, interactive, and varying. a skilled Player can get a better slice, rather than a skilled toon.

this BS of just the same old pop-up text boxes with new choices in em is rediculous. how long have they been working on that? i don't know how to code games, but really... does it that that long to code such a simple system as this? the fact that GM is able to impliment "Plan B" in a matter of a few days should be proof that it doesn't take that long.

we need a REAL mini-game. one we as Players can influence the outcome of the slice. even if the difference is a small degree, it will still provide satisfaction knowing that YOU are a good slicer.

Message Edited by GanymedePharuu on 06-24-2005 09:17 AM



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!
Makris
Fri Jun 24, 2005 9:18 am
#2

I hear you. This feels like a non-update update. I hate feeling that we're necessary. I want to feel like I'm a gamble. Yes I might have a better weapon if I use you, but I also might get into a mess.


They should allow players to report slicers to the authorities. Think of that! Now I'm in trouble for slicing, but then our underground network of smugglers add another player to their listof players to not do business with. It's so simple, yet it adds another dimension.


gojimbogo
Fri Jun 24, 2005 9:26 am
#3



GanymedePharuu wrote:
i'm slightly unhappy about the changes announced yesterday.
here's why:

1 - Risk Vs. Reward has been canned (once again) -
sure i understand the concept of uber slices being hard to attain. they wanna make it hard to obtain a great slice? fine by me. but this "Plan B" does NOT solve the issue of "risk vs. reward". yes there is risk for Smugglers or whoever is getting these looted components. a risk of dying to get something.
but listen up, cause this is important...

THIS IS NOT THE RIGHT KIND OF RISK!

there NEEDS to be a risk AFTER the slice.
the slice makes the weapon contraband. contraband should be strongly regulated by the Empire and local authorities. if you're caught with ANY contraband (sliced weapons or armor, spices, rebel related items, ect.) you should suffer some sort of risk of penalty.

"but Kohs, penalties aren't fun" BOO FREAKIN HOO! YES they are fun, when there's a chance of avoiding the penalty through the use of your brain.

the "breakage" system did provide some after slicing risk, but it too wasn't exactly the right type of risk. but now that's gone and there is no more after slicing risk. plus there was no way to avoid the penalty through the use of your noggin.

we need a system where there's a chance for real AFTER SLICING risks. but also a way to avoid those penalties through some quick thinking. Smugglers of course, should get an advantage of avoiding the penalties.


2 - No more mini-game -
what the eff happened to the cool mini-game? a mini-game like that could make the experience of being a Smuggler SO MUCH MORE ENJOYABLE.
also so much more immersive, interesting, interactive, and varying. a skilled Player can get a better slice, rather than a skilled toon.

this BS of just the same old pop-up text boxes with new choices in em is rediculous. how long have they been working on that? i don't know how to code games, but really... does it that that long to code such a simple system as this? the fact that GM is able to impliment "Plan B" in a matter of a few days should be proof that it doesn't take that long.

we need a REAL mini-game. one we as Players can influence the outcome of the slice. even if the difference is a small degree, it will still provide satisfaction knowing that YOU are a good slicer.

Message Edited by GanymedePharuu on 06-24-2005 09:17 AM





Hear, hear!

Havent the devs dumbed this game down enough?



Jamys Farstrider - Elder Commando, Talusian Resistance
PR Director, Spirit of the Fallanassi - http://www.sofgaming.net

"Sometimes, you have to roll a hard six."
- Commander William Adama

GanymedePharuu
Fri Jun 24, 2005 9:30 am
#4



Makris wrote:

I hear you. This feels like a non-update update. I hate feeling that we're necessary. I want to feel like I'm a gamble. Yes I might have a better weapon if I use you, but I also might get into a mess.

They should allow players to report slicers to the authorities. Think of that! Now I'm in trouble for slicing, but then our underground network of smugglers add another player to their listof players to not do business with. It's so simple, yet it adds another dimension.






see, now here's a man who's usin his noggin!

allowing players to report slicers is a awesome and immersive idea. it could spawn a squad of Stormies or local Cops to come after you as you leave town, or head to the starport.

will it be used for griefing? perhaps. but really it would make perfect sense. some little punk wants to grief you, so they ask you for a slice with the intention of reporting you. so, like you said, you let your Smuggler friends know to never do business with that jerk again and he gets no more slices. or you can maybe counter-report him?

meeting with a player to slice their stuff would then be a RISK! (as it should be for both parties)
the Smuggler's reward would be the payment. the other Player's reward would be the sliced item.

now that's what i call REAL Risk vs. Reward!



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!
Bzzzz
Fri Jun 24, 2005 10:18 am
#5

This would really be interesting! I hadn't really thought about it risk for the *supplier*. I still firmly believe that the customer should have some risk involved with using a sliced weapon. The loot equation is bogus in this regard. Players will want to find high-end mats for all their good weapons, and there'll be no reason not to use them constantly (just like Krayt stuff). This makes no sense in terms of legality.


But making slices potentially illegal for *us* too would be neat. Although I think it'd be less open to griefing if the customer was also busted. Say they beef up the Crackdown to seriously penalize a victim, and as a reduced sentence, they have the option torat us out! Then we're also in trouble.


Since Smugglers have a much lower risk from Crackdown NPCs, this would nicely diminish slicing use by nonsmugglers (as we wouldn't sell to anyone outside our own inner-circles), but give us the option for the added risk.


This also gives us some leverage in charging an arm and a leg for slicing. Our necks are on the line.. the customer really needs to make it worth our while for us to do business with them.


Just to keep the Ratting-Out to a reasonable level though, it's probably best if the item in question is confiscated by theauthorities. SOE's always looking for a good money-sink, this looks like a great oneto me!



-Zz
Spiderhammer
Fri Jun 24, 2005 10:34 am
#6

hey some great ideas here!


i dont think the loot system is a bad idea though, but i would love to see some of this as well, would also be nice if slices still varied in effectiveness, either randomly based on skill and components or via a minigame. I liked the idea of a minigame but only because i dont slice that often, for players who slice a lot i think it might get tedious.






# I support PIRATES!!!! YARR, matey!


Player Based Smugglin... its the only way!
GanymedePharuu
Fri Jun 24, 2005 10:45 am
#7


Spiderhammer wrote:

hey some great ideas here!

i dont think the loot system is a bad idea though, but i would love to see some of this as well, would also be nice if slices still varied in effectiveness, either randomly based on skill and components or via a minigame. I liked the idea of a minigame but only because i dont slice that often, for players who slice a lot i think it might get tedious.






i don't think the loot system is all bad either. i just think it doesn't solve the main issue of slicing. that being an AFTER slice risk for the user of an illegal item.

i also agree that a mini-game would be quite tedious for someone who slices a lot.
so how about this... we get the option of a mini-game.

when you use one of these uber slice components it opens up a slicing mini-game. this wouldn't be tedious because these uber slicing wouldn't be something you'd do all the time. the non-mini-game would be for when you didn't use a component.
so you start the slice with one of these loot component and now you're able to REALLY make the slice a good one. it will all depend on your skill as a player.

if you don't use the component you get the standard run of the mill slice. but using the component allows you to really push the envelope and make the slice exceptional through the use of a mini-game.
this would also allow for varying slices to come into play. you could gain a reputation of being an expert slicer!

how does that sound?

Message Edited by GanymedePharuu on 06-24-2005 10:48 AM



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!
IndySWG
Fri Jun 24, 2005 10:48 am
#8


Amen!


I posted this to another thread - but it's on topic for this one:


That's risk involved in loot farming not carying around contrband.... its no more risky than having a regular loot-component - but legally crafted - weapon.


This'Plan B' in no way shape or form even remotely attempts to make a sliced weapon more risky than a crafted one. (which is what 'Plan A' was trying to do) If this Plan B really is meant to replace breakage ... it's already failed ... and smugglers saying that it provides risk vs. reward are smugglers who are missing the point and giving a gold star to a feature that DOESNT EXIST.


I like the loot idea on its own, I guess ... but lets not even suggest that it has ANYTHING to do with risk vs. reward ... it doesn't. It does not until it provides a risk that is not already associated with legal items.


If we want to compliment the DEVs on adding loot drops to slicing ...fine. But we HAVE to also say to them "risk vs. reward is still not achieved. We as smugglers consider to be still an open issue yet to be resolved".


If we tell them we're satisfied that we've got risk vs. reward ... when there is NONE ... what are we trying to say!? We can say we like loot and still say "although we don't think it provides risk" ... because CLEARLY it does not. IT DOES NOT.


Since when are we afraid to list the things we think our profession needs?! It needs risk vs. reward. We have every right to note what we like about this system and also note the things we consider still lacking ... THERE IS NO CONTRABAND RELATED RISK IN THIS SYSTEM. Breakage meant to provide that ... it's been removed ... and no method of replacing this feature is included in the current system - certainly not this loot idea.


(edited for type-o)

Message Edited by IndySWG on 06-24-2005 12:49 PM



Korin Sterling - Master Smuggler / Master Musician - Ashla's Wing Part: [1][2]
Perfection City, Lok, Lowca [About Perfection] | [Vendor Directory] | [Forums]
Perfection ... it's not just a state of being ... it's a destination!

GanymedePharuu
Sun Jul 03, 2005 2:31 pm
#9

just a reminder. i won't let this die.



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!
HOTDOG
Sun Jul 03, 2005 2:42 pm
#10

Here is something you guys probably didn't think about...


When Pub 19 went in no one owned a sliced weapon/armor. No one.

And there are very few sliced items now- compared with how regualar they were before.


It would be MAD EASY to install some stricter rules on contraband from this point. As now, you are not affecting the greater amount of the playerbase.


AND on top of that- it would be easy to add visibility penalties for anyone who made a level 4 slice to a weapon/armor.


PLUS there are NO contraband items on vendors- It would be MAD EASIER to install black market rules as well.



This COULD be the beginning of a BEAUTIFUL contraband system- if that is what they wanted to do.






TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Skabik
Mon Jul 04, 2005 2:16 am
#11

I like the idea of having the contraband check risk with sliced items...


Having players report you would be cool.. but only if there was risk for reporting too. Say some guy reports a smuggler for slicing. A patrol of Stormies (or whatever) show up shortly after and try to capture (incap.) the smuggler. If this doesn't work out and the smuggler gets away, the reporter will get a visit from a patrol for giving them info which lead to the demise of a patrol of men.


So if someone wants to start the chain of actions from reporting a slicer, they will have to deal with the possible backlash of it.


I also think there should be cantina front door (not back door) and most starport entry Invincible Stormie Monitoring Troopers, using the vacume cleaner monitoring equipment they used in Episode 4. If you get caught, they will kill you. If they catch a smuggler they should be given the change to do a mini conversation game to talk there way out of it, or die.


Just my two cents..







Spoobik
Rodian Spy

"Fail to plan, and you plan to fail."

Thomen
Mon Jul 04, 2005 12:47 pm
#12






HOTDOG wrote:

Here is something you guys probably didn't think about...


When Pub 19 went in no one owned a sliced weapon/armor. No one.

And there are very few sliced items now- compared with how regualar they were before.


It would be MAD EASY to install some stricter rules on contraband from this point. As now, you are not affecting the greater amount of the playerbase.


AND on top of that- it would be easy to add visibility penalties for anyone who made a level 4 slice to a weapon/armor.


PLUS there are NO contraband items on vendors- It would be MAD EASIER to install black market rules as well.



This COULD be the beginning of a BEAUTIFUL contraband system- if that is what they wanted to do.






Want to bet that the items are still sliced? i bet they removed accidently the slice tags from the allready sliced stuff.. or why is it that i cant slice the stuff that was allready sliced anymore when i got the slice option from the radial menu?


I m still using my pre cu sliced weapons.. and those you cant slice again.. same with my stuff that i bought pre cu.





Lawho Iwon
Master Smuggler
Smugglers Alliance Ace

Coalition of the Lost Smugglers
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