Legends of the Jedi Forums The Brainstormtorium A Call for Open Discussion

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This topic has 113 replies, 25 voices, and was last updated 15 years, 7 months ago by Drel.
Viewing 15 posts - 46 through 60 (of 114 total)
    • Avanga Member
      October 30, 2010 at 4:12 pm #15553
      "Garand":2m6kzppf wrote:
      "Kirash":2m6kzppf wrote:
      Anyway, I suppose I should go on record with my issues.

      1) Twinking – I understand that PvP is a very major part of this game. I also understand that the hardcore PvPers will always find a way to make themselves nigh invincible through twinking out their stats, gear, what-have-you. I would like to see some kind of mechanism in place to curtail this to an extent. In my honest opinion, I believe that having stat gear as freebies in relatively simple quests or shop items is a joke. If you want your gear bad enough, you should have to bust your ass for it; not make up 100,000 credits in the span of a half an hour and buy most of it right then and there. While I was not a supporter of the Temple of the Scorekeeper and Trandosha as a whole, it had the right idea. You want your gear, work your ass off for it. If this isn’t feasible, then I think stat-boosting gear should be limited or removed. The playing field needs to be evened out some.[/quote:2m6kzppf]

      Sorry but this is incredibly wrong. Yeah, stat eq helps some but you can be the most uberly twinked out equipped person in the game and if you dont know how to fight you are still going to get your ass kicked.[/quote:2m6kzppf]

      Truth

    • Kirash Participant
      October 30, 2010 at 8:30 pm #15573

      Perhaps, but there isn’t enough incentive for people to try to get involved in the player versus player aspect of the MUD if they are just going to get their asses handed to them the moment they try. If you have a better suggestion, I’m all ears.

    • Gathorn Participant
      October 30, 2010 at 8:36 pm #15574

      I don’t see how making gear more secular and elitist solves the problem. The fact it is widely available makes it EASIER for the lowest common denominator to combat the more "elitist" pkers.

    • Kirash Participant
      October 30, 2010 at 8:55 pm #15575

      I’ll concede that Gathorn.

    • Kora Participant
      October 30, 2010 at 10:35 pm #15579
      "Kirash":1z1gkd19 wrote:
      1) Twinking – I understand that PvP is a very major part of this game. I also understand that the hardcore PvPers will always find a way to make themselves nigh invincible through twinking out their stats, gear, what-have-you. I would like to see some kind of mechanism in place to curtail this to an extent. In my honest opinion, I believe that having stat gear as freebies in relatively simple quests or shop items is a joke. If you want your gear bad enough, you should have to bust your ass for it; not make up 100,000 credits in the span of a half an hour and buy most of it right then and there. While I was not a supporter of the Temple of the Scorekeeper and Trandosha as a whole, it had the right idea. You want your gear, work your ass off for it. If this isn’t feasible, then I think stat-boosting gear should be limited or removed. The playing field needs to be evened out some.[/quote:1z1gkd19]

      I agree with just about everything Kirash said. As far as stat gear being too accessible, I agree. I’d prefer to see player-crafted items better in every case than NPC shops, and I haven’t played around much with crafting since the changes were made, but I’m under the impression that that’s the goal. So that’s good. The quests in the Shadowlands that force you to choose between different things are also awesome. I hate that every combatant is equipped identically.

      "Kirash":1z1gkd19 wrote:
      2) Leadplanet – Leadplanet is a horribly broken mess of skills. Some don’t work, some "work" but do absolutely nothing, some "work" but are rather irritating to manage (resources), and barely a few work as intended. As someone who likes to app a Diplomacy main every now and then, this is really frustrating. The leadplanet system is in dire need of an overhaul and should be made more centric to a diplomat’s roleplay. With that being said, there also needs to be more incentive for a planetary leader to actually go to his planet more than once a week and stay there for some time to mingle with the populace, speak to local governors or governments, and monitor the overall well-being of the planet under his or her charge.

      3) Diplomacy – Is STILL a bitch to level. This is the one class of skills that gets overlooked for two reasons: 1) If you want to get to your max level, you better be prepared to spend weeks getting your levels; and 2) if you’re not in a clan, it’s useless.[/quote:1z1gkd19]

      Yes to both. Package quests level you very quickly at first, but it doesn’t take long at all to slow down. I’ve never played the leader of a planet, so I can’t make a comment on point 2 first hand, but it really does suck for the rest of us when every store on the planet is empty because the person in charge of it never bothers to check up on it.

      "Kirash":1z1gkd19 wrote:
      4) Espionage – The class itself is fine except… we still have no feats for this class. When makebinders was put in, the help file stated that a feat for making lockable binders would be put in soon. First of all, you shouldn’t have to have a feat to make lockable binders. Instead, make it like makecomlink where, after a certain amount of levels, you are required to include another part into the mix to make lockable binders. Secondly, how soon is "soon?" How long ago was makebinders put in? As Puma stated, there have been quite a few suggestions for espionage feats already.[/quote:1z1gkd19]

      Eh… I don’t like makecomlink requiring an extra part. If I was capable of making one without a superconductor at level 24 I shouldn’t lose the ability at 25. However, being [i:1z1gkd19]able[/i:1z1gkd19] to include a superconductor to make it encryptable is good. It could work the same way for binders. I do agree that it doesn’t make sense as a feat, and there have been plenty of other (better) espionage feats suggested.

      "Kirash":1z1gkd19 wrote:
      5) Advanced_Disguise – I’ve long believed that this needs to be a feat, not a skill.[/quote:1z1gkd19]

      Agreed wholeheartedly.

      "Kirash":1z1gkd19 wrote:
      6) Hypothesize and Theorize – I don’t know what your future plans for datachips are. Personally, I think you should use them to supplement the quest system and not completely remove them in favor of just quests. Maybe you could just make it where people can only create datachips that will allow people to study only a very limited set of levels to get them started, and then point them in the direction of jobs they can do to get more hands on experience… something like being in a tech school where you have some time in a theory class and then lab time for practical use.[/quote:1z1gkd19]

      I’m not sure about the specific implementation, but I know a lot of people would like to see datachips back in one regard or another, myself included.

    • Corey Participant
      October 30, 2010 at 10:40 pm #15580
      "Kora":2cegjb2i wrote:
      I agree with just about everything Kirash said. As far as stat gear being too accessible, I agree. I’d prefer to see player-crafted items better in every case than NPC shops, and I haven’t played around much with crafting since the changes were made, but I’m under the impression that that’s the goal. So that’s good. The quests in the Shadowlands that force you to choose between different things are also awesome. I hate that every combatant is equipped identically.[/quote:2cegjb2i]

      While I completely agree with the idea of player-made items being better than store-bought items…perhaps making the player then have to decide between player-made and quest related items? However, as to the original idea behind it…having players be the makers of the best gear doesn’t stop EQ twinks, the players would then just max out their gear based off of player designed items which would be freely purchased in stores or freely handed over by friends/clan members.

    • Corey Participant
      October 30, 2010 at 10:46 pm #15584
      "Oteri":2xr585tj wrote:
      "Zeromus":2xr585tj wrote:
      A rent system for housing like Hiro suggested. You shouldn’t be able to purchase a house for 50k, there’s characters you can make that start with that amount. You get people buying houses and then all of the housing is filled up the entire era and it becomes pointless especially if it’s bought by people who never play.

      Rent should be something like 50k a week, if not higher, and if you’re one week past due you get evicted.[/quote:2xr585tj]

      Do homes get reset like shops do when a player dies? If so, maybe we could look into that?[/quote:2xr585tj]

      The whole home/shop thing is something I think should be opened up for discussion to. I know I’m guilty of it myself, but it seems way too common for houses to be purchased by characters in Era 1 and then remain owned forever because that character is never logged. Again, I’m guilty of it myself, but I’d love to have some sort of between era check on houses. Perhaps something as simple as shooting an email/immchat from the character to say its your house or whatever. Anyone have any ideas? Or am I the only one who hates this? lol

      As for shops, since we’ve decided its up to the governing planet’s clan to regulate the shops, are there any ideas out there for keeping clans on top of these minor regulations?

    • Kora Participant
      October 30, 2010 at 10:49 pm #15586
      "xpuma20x":dc4mympj wrote:
      While I completely agree with the idea of player-made items being better than store-bought items…perhaps making the player then have to decide between player-made and quest related items? However, as to the original idea behind it…having players be the makers of the best gear doesn’t stop EQ twinks, the players would then just max out their gear based off of player designed items which would be freely purchased in stores or freely handed over by friends/clan members.[/quote:dc4mympj]

      Completely valid point.

      I do like the forcing choice thing, though. I think we should do more of it. We already have it to some extent… multiple different rings, some of which give HR, some give DR, etc. For some reason, though, the pbase always seems to end up deciding that such-and-such an equipment list is *The Best*. I feel like we need more variety in what’s required from different weapons to different skills to different situations. Basically making it so that any smart PKer will gear up a character they fight with in one way almost 100% differently than a character they fight with in another way.

      We already have this to some extent, hunters and combatants are often gears slightly different, I just want MOAR.

    • Fishy Participant
      October 31, 2010 at 1:04 am #15591

      Edit by Anna: Fishy said here that leveling through questing is not her favorite method. She feels that it disrupts RP rather than enhances it.

      Leadplanet being broken: Yes. The whole planetary ai system has needed to be fixed for 5 years now. It sorta-kinda works, but it’s poorly documented and needs some work. As far as getting planetary leaders to spend more time on their planets, I agree with a couple reservations. Please don’t turn it into SpaceFarmville. It’s stupid, time consuming, mind-numbing, and boring as hell. Did I mention time consuming? Most of the time, it ends up being the case that one person runs multiple planets, so if leadplanet was changed to require them to spend too much time futzing with each planet, spread out over every planet, the one moff who still logs in would quickly get tired of it.

      Clan leadership: Getting new people in leadership positions is a double-edged sword. On one hand, yes we need new faces in charge of things. On the other hand, the reason the same old people run things all the time is because they do it well. Instead of simply promoting random newbies/random people who express an interest, or sticking only to people who are already known and trusted, those familiar faces need to start making a conscious effort to train people up to their level of competency as far as space/ground combat and leadership in general. Also, YES, minor clans are far more difficult to run successfully. Major clan leadership just requires putting up with morons and being active. Minor clans have to worry about membership and creating interest and activity among their members a lot more than they do moron-culling.

      The imm staff: Firm believers in the blue wall of silence, if a mistake is made, it will never be admitted. They close ranks and deny everything. Don’t even bother.

    • Zeromus Participant
      October 31, 2010 at 5:18 am #15600

      So far since I’ve been back I’ve seen clanmessage be used in a method that wasn’t just two clans shit talking eachother in an incredibly juvenile way maybe twice.

      I’ve decided I really don’t like this.

      My suggestion? Get rid of clanmessage and go back to requiring diplomats to be actual diplomats. It really seems like clanmessage detracts from roleplay, when there’s other methods that are better for it like holo conferences, the talk channel, and actually sending diplomat characters to meet with members of other organizations, like they did in Star Wars.

    • Corey Participant
      October 31, 2010 at 5:20 am #15601
      "Zeromus":23vmjm1d wrote:
      So far since I’ve been back I’ve seen clanmessage be used in a method that wasn’t just two clans shit talking eachother in an incredibly juvenile way maybe twice.

      I’ve decided I really don’t like this.

      My suggestion? Get rid of clanmessage and go back to requiring diplomats to be actual diplomats. It really seems like clanmessage detracts from roleplay, when there’s other methods that are better for it like holo conferences, the talk channel, and actually sending diplomat characters to meet with members of other organizations, like they did in Star Wars.[/quote:23vmjm1d]

      As much as I think it’d irk a lot of people and actually slow things down a lot, I kind of dig this idea.

    • Inactive
      October 31, 2010 at 5:26 am #15603

      I like the idea too but its kinda hard to set up a meeting with another clan or tell em a holo channel without it.

    • Zeromus Participant
      October 31, 2010 at 5:28 am #15604

      Eh, holonet meetings would be some fairly high level stuff. If you’re the leader of a clan, you should have diplomats who -will- have their ways of contacting members of other clans. If you want to have an important meeting via holonet, you let your liaisons/diplomats know and they set the meeting up for you. That’s their job.

    • Avanga Member
      October 31, 2010 at 5:32 am #15605

      I like it. Clanmessage is too ‘powerful’, and people do spur of the moment clanmessages that just make them look retarded.

    • Fishy Participant
      October 31, 2010 at 6:56 am #15609

      I like clanmessage, it just requires the clanleader not give it out willynilly, last TL during the NR the senate passed a resolution stating that only senators, their aides, division leaders, and I think their seconds would be able to have clanmessage without a specific vote of the Senate and it kept clanmessage asshattery down.

      And if there MUST be juvenile taunting, I’d rather it be the emperor calling the rebels dickweeds on clanmessage than on talk.

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