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New Game Enchancements ( SWG revamp topic )

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Lantern
(@lantern)
Illustrious Member Admin

goeie vraag !

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Topic starter Posted : 09/11/2005 1:11 pm
 Imia
(@imia)
Noble Member

mkv-codec? ogm-codec? apple? 🙂

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Posted : 09/11/2005 1:22 pm
Lantern
(@lantern)
Illustrious Member Admin

DECAY verdwenen waarom ?? HIER het antwoord

The reason for removing decay is the shift to a quest-based game and away from a grind-based game. Questing bring loot and so far I haven't heard of too many crafters who are able to match even the mid-level questing items and most of those items are relatively free. So, in my observations, quest-loot had already taken its bite from the crafters anyways. How many YT-1300s are people going to sell with the YT-2400 around? Some. But a lot fewer. People get attached to things like ships. They don't like seeing them blow up. And most of these ship quests are a one time shot. You can't go back and get a new one. So if you do lose your ship, you're either SOL or you're on the bazaars trying to find a ship that's not going to break your bank account. That does lead to a lot of frustration amongst players who feel, "I earned that ship and it's gone." You may not agree with that sentiment but it's there and I suspect it costs SOE accounts.

But forget unique items, forget sentimental attachments. It was simply too expensive for most crafters to make the best stuff and the vast majority of buyers didn't understand why it was so expensive and why a 10% increase in performance often equaled a 50% increase in price. People wouldn't bother questing unless they could get an item that was worth their time and effort.

The real and obvious solution to the concerns people have of an economic collapse is to base the trading professions off quests as well. It seems to me that the NGE gives SOE opportunities to work on the GCW now that they're dedicated fewer resources to professions. Just in animations alone, cutting down on the number of professions makes it far easier for them to manage those professions. That frees up developer resources.

I think what a lot of people have maybe been missing is how the current economic system has been acting as a drag on the Galactic Civil War and SOE's ability to expand the GCW's impact on the game -- something pretty damn important if you want a "Star Warsy" feel. People are less willing to fight because they have to pay for their own equipment. Most people have found the economy gets in their way when they want to be combatants in the war, so they just don't. Most people will only fight on quests when there's something on the other end of it for them. Something that makes the time and economic risk worth the effort. Well, if combatants get that stuff relatively free, they're a lot more willing to risk it.

So let's take the Story Arc system they've been using. Just as combatants can contribute to the GCW by blowing bases, why not make it so that crafters can contribute by making the materiale needed for the war. Are you a "Structure" branch Trader? Great, the Alliance needs 50 small turrets to upgrade its bases.

Are you a shipwright? Okay, Rogue Squadron was just decimated in a battle. The Alliance needs 20 new Xwing fighter chasis. There's one crafter mission. There are others for the components. Can you make a premium product? Great, you get a 25% bonus. Can you get them all within 5 days? Great, you get a 10% bonus.

If they really want to get tricky, if those fighters aren't replaced within a certain amount of time maybe in actual space somewhere there are fewer Xwings around to defend a starbase that can be destroyed by Imperials going out on a quest to an instanced space dungeon. Now not only are crafters have more content while still making money, now they can actually contribute to the outcome of the Galactic Civil War.

They could also start a system whereby there are standard issue ships from NPCs for people that doesn't nerf the economy but is tied to the actual quality of what the crafters can produce, setting up a new equity in combat that doesn't exist right now and paving the road back to battlefields, something we haven't seen in over two years.

So I feel for you guys, but there are some obvious answers here. I realize not everyone will like the price controls that a quest-system for crafters introduces but with the questing economy, let's face it, much of the crafting was dying already and it's only going to get worse as more expansions come out, providing more and more loot.

The ability to expand the GCW and encourage combat that comes from losing decay makes these changes worth it. Players should be able to play the game and fight as a member of the Alliance or the Empire without having to fight the economy at the same time and there are clear and obvious solutions to the Trader issue that allows that to happen.
11-08-2005 05:41 PM

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Topic starter Posted : 09/11/2005 1:42 pm
Lantern
(@lantern)
Illustrious Member Admin

Als je bovenstaande post goed leest snap je waarom decay weggehaald wordt en ik moet zeggen zo had ik het nog niet bekeken en denk dat het inderdaad misschien goed is !

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Topic starter Posted : 09/11/2005 1:43 pm
Abib
 Abib
(@abib)
Noble Member

Moet ik natuurlijk wel inloggen als ik wat wil zeggen 😉

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Posted : 09/11/2005 5:36 pm
Lantern
(@lantern)
Illustrious Member Admin

Eventuele FOOD converies

Ruby Bliel
Filling 14
Duration 15m
Agility +3
Stam +3

Travel Biscuits
Filling 8
Dur 20:12
Ter Neg +14

Bofa treat
10
15:35
Str +5

mando Wine
60
14:48
Str +70
Con +30

Won Won
33
14:12
Agility +9
Con +5

SynthSteak
25
14:36
Luck +9
Con +5

Vayerbok
22
16:36
Ag +48
Stam +20

Crispic
17
19
Precision +4

Pica Thundercloud
16
17:36
Ag +46
Con +20

Pixie
Dur 15
Con +50
Ag +50
Stam +50
Luck -50

Pikatta
28
15
Con +41

Blob Candy
11
15:12

Vercupti
55
15:12
Precisiion +67
Con +30

Stam +8

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Topic starter Posted : 09/11/2005 6:34 pm
Dashea
(@dashea)
Illustrious Member

Ja en nee.

Ja het is lullig als je dmv decay iets verliest, maar dat is het risico dat je neemt als je a) een item koopt of b) een item loot.
Wil je het intact houden, koop je het niet of je zet het ter display in je huis ofzo.
Er zijn genoeg mensen die SWG zijn gaan spelen voor het craften en craften alleen.

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Posted : 09/11/2005 6:49 pm
sytes
(@sytes)
Noble Member

dit slaat totaal nergen op ships heben geen deca tot 0 blijft altijd op 10 punten steken dus je kan een ship altijd blijven gebruiken dus het voor beeld van de YT-2400 slaat nergens op en dan van de GCW slaat ook kompleet nergen op heb nog nooit iemand horen zegen nee ik doe niet mee want me spulen deca'en dan dit is duidelijk een poste ven een player die er niet zo veel van af weet geen deca is gewoon de dood voor de craftes simpel denk als er weer een super grote verandering warsijndelijk over 6 manden (dat lijkt de trend te zijn)krafters totaal zulen verdwijnen van de profs .

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Posted : 09/11/2005 8:13 pm
Lantern
(@lantern)
Illustrious Member Admin

Jep craften is inderdaad wel in het nauw gedreven zo. IK ben erg benieuwd hoe ze dit gaan opvangen.

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Topic starter Posted : 10/11/2005 12:45 am
Dashea
(@dashea)
Illustrious Member

Ships hebben wel degelijk decay, het heet "hitpoints".
Werkt net als je armor, na een paar keer opgeblazen te zijn merk je al dat ie minder word 😀
Na een paar keer death of veel battles is je armor ook minder, dat merk je ook 😛

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Posted : 10/11/2005 12:44 pm
 Imia
(@imia)
Noble Member

Ships hebben wel degelijk decay, het heet "hitpoints".
Werkt net als je armor, na een paar keer opgeblazen te zijn merk je al dat ie minder word 😀
Na een paar keer death of veel battles is je armor ook minder, dat merk je ook 😛

Maar dan nog is je hitpoint en armorpoint 0, je kunt ze blijven vliegen of gebruiken 🙂

Maar vraag me af of ship deed wel werkt, want als ik goed heb wordt massa of anders verminderd en als ze 0 is dan kunnen ze niet meer vliegen?

Maar tot nu toe heb ik Z95 nog 😛 en doet het nog..

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Posted : 10/11/2005 12:50 pm
Dashea
(@dashea)
Illustrious Member

Is dat het startership Z95? 😀

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Posted : 10/11/2005 3:40 pm
 Imia
(@imia)
Noble Member

nee geen startership, maar customizable Z95 waar je wel kunt upgraden 🙂

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Posted : 10/11/2005 4:11 pm
sytes
(@sytes)
Noble Member

ship condiesie kan niet lager als 10 dus je kan met je ship altijd blijven vliegen je components kunen wel kapot gaan maar dat duur zo lang dat je niet zo snel zal heben dat je je components snel zal moeten vervangen
aleen zijn ze sneler stuk als je shielts het begeven maar als deca straks weg is hoeven we ons daar niet meer zorgen over te maken

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Posted : 10/11/2005 8:25 pm
Lantern
(@lantern)
Illustrious Member Admin

GameSpy Review NGE

Star Wars Galaxies: A New Hope?
A new world order looms as players will soon reap the benefits of a bold, new vision for Galaxies... whether they want to or not.
By Miguel Lopez | Nov. 8, 2005

Star Wars Galaxies has been sort of a problematic game since launch. On the one hand, it benefited from what's arguably the richest sci-fi mythos in existence -- one with countless fans the world over. On the other hand, its fundamental design was predicated on the sort of laborious game mechanics that defined the MMO universe prior to "modern" MMOs like City of Heroes, EverQuest II, and World of Warcraft. Perhaps this was OK when the game first launched in 2003, but now, with the market expanding and players' attention spans getting shorter and shorter, SOE and LucasArts have evidently decided this kind of thing clearly isn't cutting it.

Come November 15th, Star Wars Galaxies is going to be a radically changed place. Forget grueling profession paths that take months upon months to make progress in, often involving "grinding" through mundane, non-heroic tasks. Likewise, forget battles with Krayt Dragons that take 50 minutes to resolve. And definitely forget dedicating a good half year to becoming a Jedi.

That's because you'll be able to assume the role of a Jedi the minute you install the game, not to mention eight other high-glamour Star Wars professions: Bounty Hunter, Smuggler, Officer (think Princess Leia), Medic, Spy, Commando, Trader (a la Lando), and Entertainer (Reebo?). "Our analysis both of the existing game and of the possible 'iconic professions' in the Star Wars universe led us to the conclusion that the nine professions we came up with really resonated best with the Star Wars fiction," said Dallas Dickinson, Galaxies' producer at SOE.

Nearly all existing professions in the game can be readily folded over into one of the new archetypes -- Commandos can use both melee and ranged weapons, for instance, and in upcoming patches, there will be mechanics worked in to allow them to specialize in certain areas. So both former pikemen and sharpshooters will apparently be accommodated.

Choose your destiny.

But what about the poor creature handlers? Well, they might have to consider themselves among the most shafted of player segments in MMO history. "Unfortunately, Creature Handler was not one [the nine iconic professions] (and was played by less than 1% of the SWG community). That said, we are looking at how to reintroduce the use of pets in the game for a future publish (potentially as a selected skill available to multiple professions)," Dickinson assured us. All hope is not lost, denizens of the Rancor pit.

The Jedi question is a trickier one, both in terms of power balance and canonical continuity. For the latter case, the people at SOE realize that there's no way to reconcile the doubtless throngs of Jedi that will eventually populate the universe. They're playing up the fantasy here -- it's fun to be a Jedi, not trying to retell the original trilogy.

Don't expect to wield godlike power the minute you roll your fledgling Jedi, however. "In [the Star Wars fantasy], a kid on a backwater planet can become a hero, and can get a hold of a lightsaber before he is anywhere near being a Jedi Master," Dickinson told us. "That's what we are doing with the Jedi profession -- allowing people to access the fun of Star Wars quickly, and then feel themselves progress and get stronger through fun gameplay, rather than XP grinding."

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Topic starter Posted : 11/11/2005 11:05 am
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