Jump to content

WisTexOfficial

Members
  • Posts

    68
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Dav Daragon
  • Interests
    Spreading the Light
  • Occupation
    Jedi Consular, Smuggler & Republic Agent
  1. I think it is an awesome idea to tie titles to in-game actions. A player that heals people can earn titles like "Doctor" or "Healer" and other possible titles. This would give people an incentive to play more and earn the titles, as well as allow other players to identify people who are good at healing. Very useful for ops and groups, since you can actually see what a person's specialty is and that they actually have earned it.
  2. Yes, this would be nice. It is annoying to have to be on fleet, and then travel to your stronghold to use your legacy vault, the jump back to fleet again. It wastes time, and also increases the load on the server, as each instance has to be loaded every time you go back and forth.
  3. That would definitely make things more interesting, and give you an ongoing relationship with your companions. It would also provide a new class of repeatable missions to keep players playing.
  4. If you are talking about the companions we lost in some of the storyline, yes, I would like to see them come back too. I definitely am missing some of my missing companions.
  5. Now that they combined servers and legacies got combined, additional legacy storage is needed.
  6. One thing that annoys players is when a storyline affects their relationship with a companion in an undesired way, or when they lose their favorite companion along the way because players get attached to their companions. Perhaps, instead of messing with our relationships with our companions as part of the storyline, we create a new class of NPC "allies" that are not companions, but we still have a relationship with. This would allow a bigger range of consequences that affect the whole game without messing with a character's favorite companions. Some examples include: * There could be storylines where you get to know and continuously interact with a particular NPC, and in the story, your actions will result in whether they assist you, work against you, get killed, etc. * Relationships with SIS or Imperial Intelligence will result in additional missions, additional intel, and additional item drops. Players could actually become double agents and take missions for the other side occasionally, based on their reputation. * You could gain a reputation with different gangs and cartels and this would open up either new side missions or new enemies. This can even affect the friend or foe system, where you walk into an area, and they either attack you or let you walk by without being attacked. Basically, a set of NPCs (and their organizations) which you regularly interact with, and you gain a reputation with them that change how they interact with you, with ties into stories, where your actions actually impact those NPCs and organization's relationships with you. It would make the game more unique for every play through and allow "your actions have consequences" gameplay, without taking away someone's favorite companion.
  7. Since Treek and HK-51 are "premium" companions which you actually have to earn or purchase, they should have slightly better stats than any other run of the mill companion that you bump into along the way. At least up their stats a bit, so it is worth using them.
  8. Actually, this could be added very easily from a programming standpoint. For example, in the current guild vault interface, designate one for the store. All you need is an extra field in the database to designate it as the store, instead of a normal vault. Drag an item there to sell it at normal price. Right-click will open a new dialog box, where you can change the price. A dialog box and a couple extra fields in the database. Not too hard. Then just reuse the code for showing normal vendors, having it show the guild's name instead of some other name and make a couple other changes. Create a designated area where they stand. This could be easy or hard depending on how much work they want to put into this. It's actually not too bad, especially if they reuse code from existing assets. I think it would be more useful than you think, especially if it is made easy to use. It makes it much easier to raise money for a guild ship or stronghold, and it would make recruiting much easier.
  9. A simple solution would be to offer an item at the vendor that hides the effect for that player only. Call it Grinch glasses or something. The player who purchases the Grinch glasses no longer sees the snowball effects anywhere, yet anyone without the Grinch glasses can see the effect. Similar to rose-colored glasses, except for Grinches.
  10. I understand both points of view. Being able to change a choice that is undesired, as well as the notion that choices have consequences. To mitigate both sides of this, perhaps there should be an option to change factions, but at a later time. So basically, there are consequences for making the choice, but it is not a permanent consequence. You can change your mind, but only after certain events have played out or after a certain time period. Or, perhaps, since you choose Empire, that caused you to upset the Republic (or vice versa), so now you have to go on a quest to convince the Republic to take you back. So you can switch back to the Republic, but you have to now earn it instead of just decide to flip sides again.
  11. One feature you can add to guilds is that each guild can have its own guild store. Visitors to the guild's stronghold or ship can buy from the store, and guild members (with permission from the Guildleader) may station a droid to sell planetside in a designated area while they are on the planet. Only one droid selling on a planet per guild, and only while someone from the guild is planetside. This droid could be rendered similar to a normal vendor in a designated area on the planet, but perhaps showing a little additional information about the guild. Items can be donated to the guild's store by members, and sold to any other player (even players that are not members of the guild) so that the guild can raise money to fund guild ships and strongholds. Members of the guild may either buy items in the store at a discount or obtain them for free, subject to limits (similar to withdrawing and depositing items stored in the guild's vault). The items sold in the store would be separate from what is stored in the vault (although you could use the same interface to make it easy to transfer items from the vault to the store). You could also allow the guild's droid to recruit new members directly if allowed by the guildmaster or his lieutenants. So it would double as a recruiting tool and a store. Or alternatively, the droid could show a message giving alternative ways to join (such as speak to player X, who is on this planet right now, with a link to directly chat with them). Additionally, the guild could offer quests for certain items, and then the system can show them where they can get those items or how to obtain them. Some of these can even be "walk-throughs" on how to craft certain items (first you get these items here, then you do this, etc.). So some can be educational as well as a way for the guild to send its members on tasks. This would give guilds more visibility and the ability to recruit new members without spamming chat with requests to join, and also give members more activities to participate in. It would make guilds more engaging and fun and sticky.
  12. Throughout the game, we are building an epic empire, but despite this, we still keep running around on solo missions as if we are the only person in the world who could solve things. Meanwhile, who is actually running our business and political empire? Certainly not us. While I do love the epic quests and running around shooting people, it would be nice to have some things to do that are more fitting for someone of such power. The following proposed additions would not only make it feel as if you are running an empire, but also provide some addictive side quests and activities that keep people logging in. Suggestion 1: A Business Empire with Stores We already have the ability to sell items on the Gallactic Market. Why not allow us to stock and run our own stores as well? For example. when we are on a planet, we could set up one of our droids or companions to stand in designated spaces (perhaps a designated market area) selling whatever we are selling in the cartel market. And we could also set up a droid or salesperson in our stronghold that visitors can buy from when visiting our stronghold. This will increase gameplay as people farm for items, as well as encourage people to socialize and find other players who are selling goods they want. To balance the game, you could impose a tax on all sales, to take excess wealth out of the game. Suggestion 2: Empire Building Side Quests Another suggestion is that as you build your empire as a player, you make alliances and enemies of various NPC cartels and gangs and smaller political groups. These NPC allies may offer your side quests, and also make you money, earn you special gear, etc., by working with them. For example, you can set up an alliance with an NPC cartel who wants particular items that can be farmed and will buy them for slightly more than selling them to a vendor. These items can either be removed from the game (for overabundant items), or sold in the cartel's store (for rare items). And you can only buy from the cartel's store if you are on good terms with them. Another example is when a cartel that you are aligned with has some dispute with another cartel. Your response will determine your reputation with both parties. If you resolve the dispute between NPC cartels peacefully, you gain reputation with both of them. Or you can choose to attack the other NPC cartel and instead collect loot as you settle the dispute in a fight. So the player decides if they want another NPC ally, or if they would prefer to fight and loot the other NPC cartel. You can also make some of these missions "moral" missions such as someone kidnapped someone else and you have to rescue them, or you have to decide whether to take a light or dark side approach to solving the problem. The nice part of this is that these can be repeatable missions, and do not have to be tied to class at all. These are side quests which people can do if they want to do something different than the storyline. Be sure to set up a nice interface where people can see their reputation with different "allies" and you can also adjust friend or foe systems based on a person's reputation with that cartel. Foes attack you, allies won't, and neutral parties will only attack if attacked first. Suggestion 3: Trading Between Player and/or Guilds You could also have players or guilds set up their own quests as well, where players or guilds ask for certain items with an offer of a reward, and other players can choose to accept the quest or not. Players or guilds can then either use the item personally, use the item for their guild, or sell it on the Galactic Market or their personal store. Summary Adding options like this would create more variety in the game, make it feel like you are building an actual empire, and the stores and the trading will make the game more sticky, as people would want to maintain their presence and stock their stores.
  13. Here is an interesting twist to "your actions have consequences" idea. In situations where the enemy contacts you and tells you to surrender, if you choose not to surrender, they send regular troops to fight you, but if you brag that you're some big shot (for example, "I'm Havoc Squad, you'll never defeat me") then they realize you aren't just some small guy and send slightly more powerful troops to fight you.
  14. To add to what I was just mentioning, one thing that could be done is create a reputation system that works to determine whether you are allies or enemies of the various factions (Empire, Republic, Eternal Empire, Hutt Cartel, etc.). Technically a level 70 character that has completed KotFE is neutral. So you could use this reputation system for level 70 characters, and for some new classes that basically start off as neutral. For a level 70 character that is neutral, taking missions for each faction would lead you to earning reputation for that faction. If you attack a faction, you lose reputation. If you reach a certain positive reputation, they become allies, if a certain negative reputation, then enemy, and if neutral, then they both will offer missions and NPC's will show yellow (attack only if attacked). For the level 1 neutral class, you give then an option from the start, which will give you options for Republic, Empire or Hutt Cartel missions. Your actions then determine what missions are available in the future.
×
×
  • Create New...