Smuggler Archive
Thread: The Lack of Announced Player Based Smuggling Missions
JediArashi wrote:
[snip]
You're right, this is strikingly similar to what we had already rejected. Of course at this point anything looks good that puts us in the right direction. My only request is that you, and the rest of us, work to improve and alter this idea and not reject it liek we did the last one. None of us want to see another 8 months before we get looked at again.
[snip]
You allowed BH's to hunt players...
You forced the GCW to include nearly ALL players...
Allow us to smuggle for those same players.
Snipped for the length but QFE for the same. I agree with everything you said, Arashi.
What was displayed today is great for leveling the profession and adding the solo and NPC side to Smuggling. BUT we need player based Smuggling and we should work to add to what the information and plans to be allowed that.
Of couse, they could still be working on it and everything, which is what I hope. But...I...well, most people are skeptical. I choose to say that I'm reserving my excitement pending further announcements ![]()
SpinningCloud wrote:
And what utter idiot is one-starring this and not having the balls to explain why?
Completely.
However, I think that the new proposal is closer to what we want than what we have currently... And with the rate they are altering things in live I think getting the framework of this proposal up would be a stepping stone toward player-interactive smuggling.
Part of the problem of player-smuggling, as I see it is that we are the only profession to actually _generate_ contraband.
I dunno... we'll see... I think this is a great start.
-rl
cpz wrote:
The recent GCW changes are a major step towards the detection and law enforcement prerequesites for a player-driven smuggling system.
But it would be good to get an officialopinion on the matter while the iron is hot, and the smugglers are feeling the post-coital warmth of dev threads.
NickHeel wrote:That sounds a little bit too much like what was posted today for my liking. Ethical decisions? No player based Smuggling? No optional PC bounties. No contraband checks worth anything. I'm rather disappointed in the Smuggling aspect of this. Travelling to point A to B to C while NPCs harass me is fine.But this bothers me and it's the reason that ElectricNomand and Solo4114 quit: It's not what we've asked for. We've been specifically trying to get player Smuggling and contraband checks. What was posted today, in my view, was a copy and paste job from the pre publish 9 job from May of last year.
/shrug
Said a similar thing here. This just looks like a PR move to me...
SpinningCloud wrote:
I agree.
I knew this is what was basically proposed pre-Publish 9 and I really wanted it then but we kicked and screamed and they postponed it to 'do it right'.
Let's NOT do that again though OK?
I say we take this then ask them to keep improving on it. Once this is in the BHs will be clamoring to hunt us so we can together ask for much more.
Let's just pick this fruit while it's ripe.
Good post, Cloud ![]()
I would like to say that I like this system. I want to emphasize that point. The system proposed for the solo and NPC side of our missions is great. Thumbs up from me.
But from what we see, it's lacking the ability to Smuggle for other players. PC Bounties are good, but the real problem, I see, is that we still can't Smuggle for other people.
That's where I think we should focus here. Not on saying "all or nothing" but saying "This is a great start, Devs. Now, where is the meaningfull Smuggling interaction with other players?"
I think we're all on the same page that we want player Smuggling, we just need to think a minute before we snag "what we can" and forget about it. But, if like Arashi said, it comes down to them putting us on hold or us getting this? Well, sadly, I have to say take it and run. I can't wait another 8 months ![]()
The lack of illegality, and things which would require us to smuggle for other players.. well, that is a little troubling. They could apply it to spices without too much trouble, but sliced items are so embedded in the average players' minds as being a right and not a privilege that it'd be quite the battle to get them on it.
It would be really nice to have some new class of items added to the game that would be highly illegal and require our skills to transport from one part of the galaxy to the other. Whether that's some highly radioactive form of asteroid resource, military-class weapons for faction bases, the most potent type of spice, whatever, that's where a contraband system might need to come from. It'll be much harder to impose it on items the playerbase is already used to owning free and clear.
As for player smuggling, there has to be a way to work this in, and not just for Jedi. I don't think that making it something people have to do all the time (such as hiring a smuggler to avoid scans in every single starport they pass through) will work, but something paired with specific high-end content (being a Jedi, entering certain cities as the opposing faction, whatever) seems feasible.
However, for what it is, I have to say I'm very happy with the described NPC smuggling system. Spice needs something to keep its market viable, and player-based content would make the actual smuggling much more exciting, but it sounds like a solid foundation to build the rest of the profession around.