Remove combatant

Remove combatant
This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
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Proposal
This will be unpopular for most, but I believe combatant should be removed, You should either be SF or on leave. It makes zero sense that players can attack factional npcs and structures and players of the opposite faction can't contest. I believe this will bring about more pvp and sink credits to combat inflation. But on the other hand people who don't like pvp for the thrills will need rewards for pvp ie. Cosmetics, skins, use items etc that can be purchased from a vendor for credits and certain player rating brackets.
Justification
Combatant makes zero sense and pvp is a huge credit sink to combat inflation.
Motivation
Combatant in GWC doesn't make sense and this will encourage more pvp and a healthier economy.
Remove combatant as an option and only have on leave and special forces.
 
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this whole post is very contradictory. if it is JUST A GAME. then how can anyone FORCE you to do something? if you dont want to participate in the gcw, then log off. congrats you just avoided being FORCED to do something. because its just a game and you can log off if you dont want to do it.

yes log off is an extreme example. but you get it. nobody forcing you to do anything. opting to participate in a war should probably(based on i guess just common sense?) probably leave you open to attack from the opposing faction.
That logic applies to the PVPers as well. If you are so put out about watching a player off your NPC allies and you cannot do anything about it, leave or log off.

The bottom line here is that doing anything that discourages a large number of people from playing only hurts the experience for everyone. While you cannot please everyone all of the time, you still need to appeal to as large a group as possible to keep an MMO viable. Let's be smart about this.
 
The bottom line here is that doing anything that discourages a large number of people from playing only hurts the experience for everyone. While you cannot please everyone all of the time, you still need to appeal to as large a group as possible to keep an MMO viable. Let's be smart about this.

I couldn't agree more.

If you go an make a major change to the game that will affect the majority of people in the game just to solve what is, at most, not EVEN a minor inconvenience to a small minority of players, you WILL drive people away from the game.

So, for goodness sake, wait for the GCW changes to come and PvP all you want. Until then, stop wanting to kill players who just want to play the game and not compete with other players.
 
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Not sure how it's fishy, but ok, or how it's even relevant, but I'll go along with it.

Will I play a Jedi? If I somehow manage to unlock (I've had my inciting event, but haven't gotten A or C), I may work my way to Jedi. It isn't a priority and it's a long grind. I'm a more casual player so if I get there, it will take a while. I doubt I'll focus on it until I've exhausted more of the current content.

So, short answer, yes, I'll play a Jedi, but I'm not focusing on it.
Then you're gonna pvp
 
I couldn't agree more.

If you go an make a major change to the game that will affect the majority of people in the game just to solve what is, at most, not EVEN a minor inconvenience to a small minority of players, you WILL drive people away from the game.

So, for goodness sake, wait for the GCW changes to come and PvP all you want. Until then, stop wanting to kill players who just want to play the game and not compete with other players.
Carebears everywhere
 
I really like the idea of a GTA “wanted level” style system.

A very gradual increase in NPC CL, moving to silver/gold chevron and eventually causing a TEF, followed by a Player Bounty.

Make it fun by introducing a repeatable collection Imperial/Rebel most wanted and
maybe include some in game action that could be used to lower or reset it.

You could use the holoshroud system to throw on a disguise maybe but make it player driven i.e some kind of Tailor/Image Designer combo.
 
I really like the idea of a GTA “wanted level” style system.

A very gradual increase in NPC CL, moving to silver/gold chevron and eventually causing a TEF, followed by a Player Bounty.

Make it fun by introducing a repeatable collection Imperial/Rebel most wanted and
maybe include some in game action that could be used to lower or reset it.

You could use the holoshroud system to throw on a disguise maybe but make it player driven i.e some kind of Tailor/Image Designer combo.
That could be interesting, maybe not have it be apart of the bounty hunter system since that is already in game, have it only able to be claimed by an SF player of the opposite side perhaps?
 
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i am sf alot of the time. mostly in space as thats alot of what i do thats not in dwb at current. and i couldnt even try to get behind removing combatant. do a loot multiplier or xp multiplier for killing while sf sure. 1.2-2.0% draws alot of attention. other than for the experimental borstel i dont find pvp very rewarding. but it could be. people risk life and limb for xp and loot. but forcing it would kill even me.
 
PvE'ers don't deserve to be a part of GCW? I have yet to see a valid reason why not. Nearly every MMO has a PvE aspect to faction wars, and I fail to see any legitimate reason why SWG should not continue to do so. Nothing here has even come close to explaining a valid reason why not.
 
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The inherent fault here that makes this, in my opinion, a non-starter is that there seems to be PvPers trying to find a PvP solution for a PvE problem. That's backwards.

If there's a PvE problem, fix it with a PvE solution, i.e. gold elite CL100 or CL500 NPCs that come after you. PvE bounties that anyone can contribute to if the Combatant is observed by SF engaging in warfare, a token system that rewards those contributors of the bounty once the Combatant has been killed (some ideas from the guild).

All kinds of good PvE solutions to this PvE problem that is simply not even being suggested, must less explored.

And make no mistake, MMO and MP history over the last 30 years has MORE than proven that there are, and always will be, two distinct playstyles: PvE and PvP. Forcing PvE'ers into PvPing has statistically *never* resulted in more PvPers, only fewer PvEers. And neither one is more important, more legitimate, nor unequal in weight. Both valid. Both should be treated equally.
 
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You could implement some sort of heat map for gcw zones. Killing factional NPCs in an area increases the hostility rating of that zone, for instance. Kill too many, the zone auto flags for sf or TEF for a certain amount of time, eventually cooling off again once things settle down. Allows some pve, but comes with repercussions if they're intentionally affecting GCW zones while dodging pvp. Need to give room for both playstyles or you'll end up with a 10man restuss cloner simulator server.


edit - oh, someone already mentioned something similar, oops..
 
You could implement some sort of heat map for gcw zones. Killing factional NPCs in an area increases the hostility rating of that zone, for instance. Kill too many, the zone auto flags for sf or TEF for a certain amount of time, eventually cooling off again once things settle down. Allows some pve, but comes with repercussions if they're intentionally affecting GCW zones while dodging pvp. Need to give room for both playstyles or you'll end up with a 10man restuss cloner simulator server.


edit - oh, someone already mentioned something similar, oops..
This could play into an already functioning mechanic. 25 PVE kills gives 1 point of planetary presence, just add a TEF to that
 
And make no mistake, MMO and MP history over the last 30 years has MORE than proven that there are, and always will be, two distinct playstyles: PvE and PvP. Forcing PvE'ers into PvPing has statistically *never* resulted in more PvPers, only fewer PvEers.
Sure, but that's a long term concern, and hardcore PVPers don't care about the long term health of a server. They want content now, and you are their content. Cannibalizing the carebears will be fun in the short term, and when the server pop bottoms out they will call everyone who left a ***** , and then quit themselves. FFA-PVP sounds great on paper, but in reality it's just a misery simulator.
 
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Sure, but that's a long term concern, and hardcore PVPers don't care about the long term health of a server. They want content now, and you are their content. Cannibalizing the carebears will be fun in the short term, and when the server pop bottoms out they will call everyone who left a ***** , and then quit themselves. FFA-PVP sounds great on paper, but in reality it's just a misery simulator.
Ah yes I always forget that PVP games don't do well, that's why there aren't many out there.

And TBH many of the longest standing players, including 4 of the senators, are active in PVP. So the argument that PVPers just blow things up and move on doesn't really apply here.
 
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Sure, but that's a long term concern, and hardcore PVPers don't care about the long term health of a server. They want content now, and you are their content. Cannibalizing the carebears will be fun in the short term, and when the server pop bottoms out they will call everyone who left a ***** , and then quit themselves. FFA-PVP sounds great on paper, but in reality it's just a misery simulator.
Also cant make it pvpers vs non pvpers like so many non pvpers try to do.... If you really thing about it all pvpers also pve. I would bargain to say pvpers are the ones that push the most in high end pve and are the ones that come up with meta builds, top tier crafts, are at the forefront of testings and new discoveries. Its rather annoying that people try to make it an us vs them. "Pvpers" as you refer to us as do it all.

Why not further this topic in a constructive way, rather than lash out and make this something its not. Come up with valid solutions to the problem at hand, that people can negatively affect pvp without ever flagging and this will become a big problem when officer is re-emplemneted and there will be huge consequences based off zone control.
 
Also cant make it pvpers vs non pvpers like so many non pvpers try to do.... If you really thing about it all pvpers also pve. I would bargain to say pvpers are the ones that push the most in high end pve and are the ones that come up with meta builds, top tier crafts, are at the forefront of testings and new discoveries. Its rather annoying that people try to make it an us vs them. "Pvpers" as you refer to us as do it all.

Why not further this topic in a constructive way, rather than lash out and make this something its not. Come up with valid solutions to the problem at hand, that people can negatively affect pvp without ever flagging and this will become a big problem when officer is re-emplemneted and there will be huge consequences based off zone control.
The fact that almost all of the Mustafar progression was done by a "PVP guild" speaks volumes
 
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