Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Pre revamp jedi trees

2»

Comments

  • SioBabbleSioBabble Member Posts: 2,803

    Originally posted by Suvroc


     
    Originally posted by GreenHell


    They would actually have to add some form of smuggling to the game to make it worth it for the smuggler. Smugglers never got any love from SOE. Done right it would have been cool to be on a smuggling mission and run in to a BH that wants to kill you.
    Very true!

     

    It's enough to make you scream in frustration at the lost potential.


    To me, that's the greatest crime of SWG post Koster.

    The infinite amount of "lost potential" that was never even close to realized.

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • dcsndcsn Member Posts: 7

    Once I read a article where the writer as describing the how the best mmo would be.



    To do this task, he named about 5 or 6 "systems"  and started like "the combat system would be equal to wow", the bla bla system would be equal to the bla bla mmo



    I remember that swg was named fort 4 or 5 for the 5 or 6 named systems.



    Crafting, skill/professions, player cities and others.



    SWG had everything to be the best mmo ever made.



    But they were greeders.



    Releasing a game bugged, the game needed about 2 or 3 years more polishing it in the overall



    Releasing patchs bugged, every patch fixed 50 bugs and bring 100 new more.



    Unbalanced pvp, every patch they fix a sploit, and every patch we had a "butter cutter" combination of profession that made you invincible at pvp, combat medic + rifleman, rifleman + ch, pistoleer + tkm, tkm+master doctor, bh, doctor and so on..



    Pve not quite so challenging, just get tkm+doctor and start use the unarmed attack 3 on 10 rancors and you will kill them all



    Releasing expansion every 6 months and the releases were more bugged than the game itself



    PS: JTL is one of the best expansions i am aware of but....

    Miss u swg...

  • CeddCedd Member Posts: 67

    Originally posted by dcsn


    Once I read a article where the writer as describing the how the best mmo would be.



    To do this task, he named about 5 or 6 "systems"  and started like "the combat system would be equal to wow", the bla bla system would be equal to the bla bla mmo



    I remember that swg was named fort 4 or 5 for the 5 or 6 named systems.



    Crafting, skill/professions, player cities and others.



    SWG had everything to be the best mmo ever made.



    But they were greeders.



    Releasing a game bugged, the game needed about 2 or 3 years more polishing it in the overall



    Releasing patchs bugged, every patch fixed 50 bugs and bring 100 new more.



    Unbalanced pvp, every patch they fix a sploit, and every patch we had a "butter cutter" combination of profession that made you invincible at pvp, combat medic + rifleman, rifleman + ch, pistoleer + tkm, tkm+master doctor, bh, doctor and so on..



    Pve not quite so challenging, just get tkm+doctor and start use the unarmed attack 3 on 10 rancors and you will kill them all



    Releasing expansion every 6 months and the releases were more bugged than the game itself



    PS: JTL is one of the best expansions i am aware of but....
    Miss u swg...
    I have to comment on the TKM template in PVE

    If you remember in PreCU the mobs had different resists. I remember when my second account armorsmith started the RIS armor quests and got to the peko peko albatross feather. I sent my Mdoc/Mtka to get him a few feathers and low and behold the albatross was 100% kinetic resist so none of my attacks would do any damage. So I had to get a friend that could hit one of the other resists that would be effective. Several mobs were 100% kinetic resist if you remember making TKA though formidable but could not walk through all the mobs. That's one of the biggest mistakes made by the CU and NGE in my opinion. The mobs you went after had to be scoped out otherwise you could very well get your a$$ handed to you by something unfamiliar with resists in your specific damage types. Not like this LVL garbage handed out in MMOs now.

    Anyone still remember all the damage types?

    Cedd

  • The_Elder_CLOWNThe_Elder_CLOWN Member Posts: 57
    Originally posted by Cedd


     


    I have to comment on the TKM template in PVE
     
    If you remember in PreCU the mobs had different resists. I remember when my second account armorsmith started the RIS armor quests and got to the peko peko albatross feather. I sent my Mdoc/Mtka to get him a few feathers and low and behold the albatross was 100% kinetic resist so none of my attacks would do any damage. So I had to get a friend that could hit one of the other resists that would be effective. Several mobs were 100% kinetic resist if you remember making TKA though formidable but could not walk through all the mobs. That's one of the biggest mistakes made by the CU and NGE in my opinion. The mobs you went after had to be scoped out otherwise you could very well get your a$$ handed to you by something unfamiliar with resists in your specific damage types. Not like this LVL garbage handed out in MMOs now.
    Anyone still remember all the damage types?
    Cedd



    This is one of the reasons SWG (pre-cu) was (and still is) superior to most mmorpgs.

    M M O S S I N C E |1998|
    P L A Y I N G F A L L E N E A R T H
    T I M E I N V E S T E D |uo|swg|wow|fe|
    B E T A T E S T E R |rz|tr|hgl|potbs|potc|gw|hz|wish|fe|wow|df|war|allods|cog|lu|
    w w w . c l o w n g u i l d . o r g

  • SuvrocSuvroc Member Posts: 2,383

    Originally posted by Cedd


     
    Anyone still remember all the damage types?
    Cedd

    Well, there was kinetic of course, blast, energy, acid, lightsaber*, stun.

    That's all I can think of at the moment.

    And of course there were 3 layers of armor protection which made it even more interesting.

  • The_Elder_CLOWNThe_Elder_CLOWN Member Posts: 57
    Originally posted by Suvroc


     
    Originally posted by Cedd


     
    Anyone still remember all the damage types?
    Cedd

     

    Well, there was kinetic of course, blast, energy, acid, lightsaber*, stun.

    That's all I can think of at the moment.

    And of course there were 3 layers of armor protection which made it even more interesting.

    wasnt there heat and cold also?

    M M O S S I N C E |1998|
    P L A Y I N G F A L L E N E A R T H
    T I M E I N V E S T E D |uo|swg|wow|fe|
    B E T A T E S T E R |rz|tr|hgl|potbs|potc|gw|hz|wish|fe|wow|df|war|allods|cog|lu|
    w w w . c l o w n g u i l d . o r g

  • KazaraKazara Member UncommonPosts: 1,086

    I recall how weapons had much more complexity to consider when crafting. I recall that there were several lines that could be experimented on that could utilize looted items, stocks and scopes to add even more damage, speed, accruacy and range. The range actually mattered (accuracy) if using different weapons such as pistols or rifles. The condition had to be considered since decay was a factor. Weapons that had certain types of elemental damage could be experimented on too. Power-ups were based on resource quality and experimentation, not loot like the NGE version. Slicing was great.....but I got tired of the whining for controlled slicing. Slicing was 'illegal' and it was a gamble to slice an expensive, enhanced weapon, but it made a successful slice all that much sweeter. I miss the old weaponsmith days. I miss the player economy SWG had. The crafting and player economy represented some of the very best aspects of the game, so in true $OE tradition, those very aspects were nerfed/removed from SWG.

    image

  • NergleNergle Member UncommonPosts: 253

     

    Originally posted by slannmage


    Jedi was the start of the games fall.

    Uber Doc buffs and 70-80%% resist armors was the fall of this game. If the buffs were not there, we would have never seen a Jedi in that game.

     

    Hell ,the game was more fun and a challenge when there was no buffs and just bone armor in the game. Doing PvP with a CH that had 2 rancors was the shizzle. I would even take that back over this NGE bull crap. 

    Weapons damge was as follow (pre patch 4)

    kinetic (pistol),energy,heat,cold, acid,stun

     basic carbine, pistols and rifles (no T-21 was in yet or armor piercing) Scatter was acid and Jawa was stun damage.

    In the beginning a lot of weapons was not in the game Commando (no blast damage) or the BH LLC (shock).

    Commando and a lot of the BH working weapons were not put ingame until patch 5-6 I think it was (working as intended anyways).

  • SioBabbleSioBabble Member Posts: 2,803

    Originally posted by Nergle


     
    Originally posted by slannmage


    Jedi was the start of the games fall.

    Uber Doc buffs and 70-80%% resist armors was the fall of this game. If the buffs were not there, we would have never seen a Jedi in that game.

     

    Hell ,the game was more fun and a challenge when there was no buffs and just bone armor in the game. Doing PvP with a CH that had 2 rancors was the shizzle. I would even take that back over this NGE bull crap. 

    Weapons damge was as follow (pre patch 4)

    kinetic (pistol),energy,heat,cold, acid,stun

     basic carbine, pistols and rifles (no T-21 was in yet or armor piercing) Scatter was acid and Jawa was stun damage.

    In the beginning a lot of weapons was not in the game Commando (no blast damage) or the BH LLC (shock).

    Commando and a lot of the BH working weapons were not put ingame until patch 5-6 I think it was (working as intended anyways).

    The COMBINATION of doctor buffs (particularly that of the secondaries) and high resist composite is what screwed up the combat system.

    Buffed secondaries made the ostensible tradeoff between protection and encumbrance of armor trivial.  High protection armor had high encumbrance as part of the deal, so triviaizing the encumbrance via high secondary stat buffs eliminated encumbrance as a factor in wearing, and crafting, armor.

    Combine this with the massive nerfing of critters brought about in the Great Nerf of CH in December 2003 made most PvE combat trivial for a fully buffed and armored elite master to take on, say, enraged rancors on Dath.  The rancors fell like so many gnorts.

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • daarcodaarco Member UncommonPosts: 4,276

    Some memories the OPs jedi tree pic gave me. But i never cared for the jedi profession. The best feature SWG had was you had a "everyday life" with your character. You talked to crafters, traveled around the looking for interesting items. A few friends got the jedi after months of grinding.

    I could never understand why they wanted to be a jedi. Hope we will see another Star Wars  MMO soon.         

  • dcsndcsn Member Posts: 7

    The best part of swg were you could have fun alone.

    Crafting, putting furniture in your house, hunting, grinding, puting yours harvsters, bounty hunting, shopping, dressing you char, goingo to space make few quests for money, looting stuff for you shipp and so on and you could do this alone.

    I know this is a mmo, The point is play with another players but when you REALLY need 25/40 more ppl to have fun and those 25/40 ppl needs you too, sometimes the fun goes away.

    Anyone who played wow knows what i am talking about.

    Playing 4 or 5 days a week and every game session with 4 or 5 hours with at max 1 or 2 breaks of 15 min is a pain in the neck....

    Dkp, att, reading the strategy and so on makes the game loose its fun quickly...

  • CasualMakerCasualMaker Member UncommonPosts: 862

    Originally posted by fogelklou

    Originally posted by Suvroc Originally posted by Cedd
    Anyone still remember all the damage types?
    Cedd

    Well, there was kinetic of course, blast, energy, acid, lightsaber*, stun.

    That's all I can think of at the moment.

    And of course there were 3 layers of armor protection which made it even more interesting.

    wasnt there heat and cold also?

    And electricity.  IIRC, the special resists by armor type were:

    Bone and Tantel - energy

    Mabari - heat

    Chitin and Ubese - kinetic

    Padded - blast

    Composite - electricity

  • hubertgrovehubertgrove Member Posts: 1,141

    Originally posted by xPaladin


     
    Originally posted by slannmage


    Jedi was the start of the games fall.

     

    I can see where you're coming from and somewhat agree.. I'd say it was the removal of permadeath that really did it.

    PD kept those buggers in line and made them exactly as they should've been. The smart ones were elusive and became formidible. The flamboyant young ones were nuked with droids or beat down in infancy. Either way, it was something special when you ran into a seasoned Jedi. Ultimate power at the ultimate price, so having one around was always risky and would make your night, one way or another.

    Jedi added a lot to SWG until permadeaths removal made them a dime a dozen.


    I believe it is this kind of attitude that actually led to the NGE.

    It was never really the presence of Jedi that disturbed the game but the loud and vociferous complaints of those who could not or would not grind Jedi. They kept on demanding penalties be applied to people who, call it what you liked, had worked for months to attain the Alpha Class, penalties that, if implemented, would have made an Alpha Class not worth playing. And, if it wasn't worth playing, why bother staying in the game to grind it?

    As it was, such people finally got their way and the NGE removed the Alpha Class entirely.

  • hubertgrovehubertgrove Member Posts: 1,141

    Originally posted by dcsn


    The best part of swg were you could have fun alone.
    Crafting, putting furniture in your house, hunting, grinding, puting yours harvsters, bounty hunting, shopping, dressing you char, goingo to space make few quests for money, looting stuff for you shipp and so on and you could do this alone.
    I know this is a mmo, The point is play with another players but when you REALLY need 25/40 more ppl to have fun and those 25/40 ppl needs you too, sometimes the fun goes away.
    Anyone who played wow knows what i am talking about.
    Playing 4 or 5 days a week and every game session with 4 or 5 hours with at max 1 or 2 breaks of 15 min is a pain in the neck....
    Dkp, att, reading the strategy and so on makes the game loose its fun quickly...

    I think you are right.

    Many people take a very limited view of what an MMO is - they think that it must mean grouping whereas it can mean so many other things, socialising, trading, harvesting, buffing, all of which were - in the originsal game - sophisticated and interdependent taks resting on my interaction with other players. In fact it was combat that I usually did alone; everything else I relied on others.

  • severiusseverius Member UncommonPosts: 1,516

    I'd say that the start of the decline in SWG came with the introduction of the hologrind.  It was the first "purging" of the playerbase.  On one hand you had the people, I count myself in this group, that wanted nothing more than to live out a virtual existence in the Star Wars Universe.  We were the Roleplayers, the people that would go into the cantina's and shakedown the entertainers looking for reb scum, which would always lead to a running gun battle.  As reinforcements arrived there would be hundreds of people fighting it out and having a great time.  Then you had the other social players.  These were the crafters and the entertainers.  Everyone in the cantina's would be at their keyboards.  You could whip through a player city and stop in at your favorite tailor's or armourer's shop and drop off tons of hides to someone that was actually there.  Talking with customers and making custom orders.  Then there was the min/maxer group.  The people that found through trial and error that a fencer/pistoleer made you nigh invulnerable with all the dodge bonuses.

    With the hologrind many of these things were no longer enough.  Scores of people ran out to camp the rebel colonel spawns (and the imperial equivalent) all to chase down the holocron's to see where they were "supposed" to go.  Then came the afk spam bots in the cantinas.  The macro crafters.  Guilds and cities were laid barrenby the chase after jedi.

    As people started unlocking things, apart from the cantinas, started returning to normal.  Most people that had their jedi would bring them out for special occasions.  Other than that though you rarely saw one thanks to the permadeath.

    Removal of permadeath for the jedi was the final nail in the coffin.  Once that was gone SWG was beyond help.  It was a slow and agonizing death that the game went through and is still, all these years later, going through.

  • dcsndcsn Member Posts: 7

    We can say swg in pre cu time had two distincts phases.



    Before the 1st jedi and after the 1st jedi.



    Before the 1st jedi, the method to unlock your jedi were a secret, nobody knew how to do it, so no one were in frenesi to get their jedi.



    Everyone had their life and the game was a symbiotic place, harvesters, crafter, fighters and so on lived in a world doing what they had to do to make the society, economy and life in the game be lets say "normal"



    But, after the 1st jedi was unlocked and the method to unlock was discovered, the game started to sink.



    We had 2 kinds of players, those who wanted the jedi and the liars, i mean, ppl say that they didn't wanted the jedi but i don't think anyone who likes star wars universe don't want to be a jedi.



    Well, lets keep my thinking line.



    The point is after the jedi unlocking, EVERYONE in the game started to hologrind, 1st step is get your holocube(or whatever its name, don't remember it anymore) 2nd step is grind in hallucinating speed the profession the holocube told you to master.



    So the armorsmith stoped making armor, the weaponsmith stoped to make weapons, the doctor stoped making buff, the bio engineer stoped making stuff for doctors/chefs, the chefs stoped making food and so on.



    Everyone was grinding to get the jedi char



    And this was the 1st symptom of the swg sinking because the "normal" life inside the game started to die.



    The tasks taht everyone should be doing to keep the life keep going stopped.



    And you guys know the rest of story

  • BurntvetBurntvet Member RarePosts: 3,465

    Originally posted by CasualMaker


     
    Originally posted by fogelklou

    Originally posted by Suvroc Originally posted by Cedd
    Anyone still remember all the damage types?
    Cedd

    Well, there was kinetic of course, blast, energy, acid, lightsaber*, stun.

    That's all I can think of at the moment.

    And of course there were 3 layers of armor protection which made it even more interesting.

    wasnt there heat and cold also?

    And electricity.  IIRC, the special resists by armor type were:

     

    Bone and Tantel - energy

    Mabari - heat

    Chitin and Ubese - kinetic

    Padded - blast

    Composite - electricity

    I sold a LOT of ubese... I used to sell a ton of that to the folks who liked grinding on Dath. I had to fool around with the Kinetic layers for a couple weeks to get some that worked well, HAM wise, with the Ubese. Very popular with pistoleers as I recall. One beef I always had with people was that they said "Everyone wears comp and it's all the same." Well, it might have looked the same, but underneath, it was as flexible and diverse as you wanted. HAM vs protection (especially stun) was the tradeoff. Ironically, with the CU and armor cores, all armor became the same and looked different instead of old comp looking the same and being different. The CU was a huge kick in the nutz for AS and the current lead dev Blixtev " I know what I'm doing because I play an AS" was responsible. Moron.

    They could have fixed so much by capping comp protection at 60% instead of 90% and capping doc buffs at 1k and left the rest of the damn game alone.

    Yeah, the different damage types brought a lot of strategy into things, on the PvE side at least. I used to always build a little something into my template to allow for the use of a good off weapon, like the Launcher pistol, which had blast damage (good against the NS and big rancors, and Krayts).

    They also should have done more with armor piercing, and allowed the WS to alter it during the crafting process. The T-21 was the only weapon with AP 3 and I think the laser carbine was one of the few weapons with AP2,  most everything else was 1 or 0.

    Ah well, good times....

     

  • iwantmyswgiwantmyswg Member Posts: 301

    jedi was one of the most fun systems after the village came out. it was real content that ever game should look at. a quest line that runs for a few months and what you got from it was one of the best rewards ever. being able to play a jedi knight in swg.

    perma death was a bad move with the first jedi system. the only people who enjoyed perma death would be angry little bounty hunters who did not have the skills to become a jedi themselfs. so they took it out on the jedi players.

    and jedi had to go into swg the game would not have been a hit without jedi in the game.

  • dobbsie213dobbsie213 Member Posts: 5

    How can you have this game without Jedi? The root of the story is about "One who will bring balance" no?

     I agree that the NGE killed the spirit of the game and deluted the Jedi profession.  I remember how a Jedi couldn't be seen and such.  I loved the visit from the old man and will never forget how much fun this was.  

    So don't fault the Jedi profession.  Either they should have issued a flawless game without the bugs or never issued it at all.  

       

     

     

  • torn51torn51 Member Posts: 79
    Originally posted by xPaladin


     
    Originally posted by slannmage


    Jedi was the start of the games fall.

     

    I can see where you're coming from and somewhat agree.. I'd say it was the removal of permadeath that really did it.

    PD kept those buggers in line and made them exactly as they should've been. The smart ones were elusive and became formidible. The flamboyant young ones were nuked with droids or beat down in infancy. Either way, it was something special when you ran into a seasoned Jedi. Ultimate power at the ultimate price, so having one around was always risky and would make your night, one way or another.

    Jedi added a lot to SWG until permadeaths removal made them a dime a dozen.



    so true.....

  • Baio2kBaio2k Member UncommonPosts: 162
    Originally posted by Burntvet


     
    Originally posted by CasualMaker


     
    Originally posted by fogelklou

    Originally posted by Suvroc Originally posted by Cedd
    Anyone still remember all the damage types?
    Cedd

    Well, there was kinetic of course, blast, energy, acid, lightsaber*, stun.

    That's all I can think of at the moment.

    And of course there were 3 layers of armor protection which made it even more interesting.

    wasnt there heat and cold also?

    And electricity.  IIRC, the special resists by armor type were:

     

    Bone and Tantel - energy

    Mabari - heat

    Chitin and Ubese - kinetic

    Padded - blast

    Composite - electricity

     

    I sold a LOT of ubese... I used to sell a ton of that to the folks who liked grinding on Dath. I had to fool around with the Kinetic layers for a couple weeks to get some that worked well, HAM wise, with the Ubese. Very popular with pistoleers as I recall. One beef I always had with people was that they said "Everyone wears comp and it's all the same." Well, it might have looked the same, but underneath, it was as flexible and diverse as you wanted. HAM vs protection (especially stun) was the tradeoff. Ironically, with the CU and armor cores, all armor became the same and looked different instead of old comp looking the same and being different. The CU was a huge kick in the nutz for AS and the current lead dev Blixtev " I know what I'm doing because I play an AS" was responsible. Moron.

    They could have fixed so much by capping comp protection at 60% instead of 90% and capping doc buffs at 1k and left the rest of the damn game alone.

    Yeah, the different damage types brought a lot of strategy into things, on the PvE side at least. I used to always build a little something into my template to allow for the use of a good off weapon, like the Launcher pistol, which had blast damage (good against the NS and big rancors, and Krayts).

    They also should have done more with armor piercing, and allowed the WS to alter it during the crafting process. The T-21 was the only weapon with AP 3 and I think the laser carbine was one of the few weapons with AP2,  most everything else was 1 or 0.

    Ah well, good times....

     

    Well said, on all accounts. 

  • Baio2kBaio2k Member UncommonPosts: 162
    Originally posted by dobbsie213
     Either they should have issued a flawless game without the bugs or never issued it at all.  
       
     
     

    Possibly the most ignorant thing ever said.

Sign In or Register to comment.