I think you're wrong with your assesment of the player base and Storyteller. Sure, if you didn't venture out of Restuss you may come to believe this - but that playerbase existed pre-cu too, just in Theed. As an example of what people are doing with the Storyteller features, have a look at this. Check out the Events forum too, posts of events with screenshots are always popping up there.
Yes Restuss was an event, but it was the first of its scale in SWG. As I said, it completely changed an entire city in the game and moved the timeline forward. The entire event was one of the big highlights of my time I've been playing SWG and I really hope they do something like that again in the future. I'll take your word on the Ent thing, I don't know the finer details of other games too well to know everything Either way, it added depth to the Entertainer profession that wasn't even present pre-cu. I'd also like to add that the entire beast crafting process from Chapter 6 seems rather unique and complex to me. I don't think any other game lets you go into the detail of designing a pet as you can now in SWG. There's also the whole Mutation system tied into the crafting system that allows you to mutate your pet through the creation process into something completely different. At the end of the day though, I don't think the OP is looking for unique features that only come from a certain time period. As a whole, it's still SWG.
Oh, I understand completely that there are some people that would take advantage of the storyteller features, but I think it's not something conducive to the average player as much as it would have been for a more sandbox gameplay like pre-CU.
That's just my opinion, but I think it's fairly accurate when you consider the differnt attitudes of the developers when "selling" their game (i.e. fast-paced, jump right in gameplay, as opposed to the "develop your own saga" style of pre-CU). I think that player made movies is something that's indicitive to that creativity of pre-cu players. I just don't see that level of creativity anymore.
But I'm not saying it's a good or bad thing - just different.
As for BM, again I have to say it's based on the crafting process which was there to begin with.
Regardless, my point was that the "good" points about SWG are elements from pre-CU. It was simply my observation - nothing more.
Oh, I understand completely that there are some people that would take advantage of the storyteller features, but I think it's not something conducive to the average player as much as it would have been for a more sandbox gameplay like pre-CU. That's just my opinion, but I think it's fairly accurate when you consider the differnt attitudes of the developers when "selling" their game (i.e. fast-paced, jump right in gameplay, as opposed to the "develop your own saga" style of pre-CU). I think that player made movies is something that's indicitive to that creativity of pre-cu players. I just don't see that level of creativity anymore. But I'm not saying it's a good or bad thing - just different. As for BM, again I have to say it's based on the crafting process which was there to begin with. Regardless, my point was that the "good" points about SWG are elements from pre-CU. It was simply my observation - nothing more.
You may not be intending it, but you're belitteling those that play the game...current players aren't creative? That comes across as you saying pre-cu players were better people. How can you see it if you don't play?
The BM crafting process is a completely seperate system to the crafting system crafters have.
There isn't anything good about this game. Unless you like bugs, bugs, bugs, bashing million HP mobs every night in instances, or going on scavenger hunts. If that is your thing, you will love it. The sooner this game dies, the better. And I think that it's end is coming soon, given the shrillness of the fanboi trolls and the fact that NOTHING has been said about the next publish! Other than the fact that they are going to try to fix melee animations. Which in and of itself reeks of desperation.
bugs bugs bugs were there Pre-CU also, which you enjoyed, bashing million HP mobs? sometimes but thats not what all of it is, try reading some of the guides to the heroics, tactics and methods etc are involved and amongst the 4 instances there are now they are very diverse i feel. Again collections are meant to be something that happens naturally as you go through the game.
Nothing has been said about that next publish? wow you really dont know what your talking about - not only have there been diuscussiont threads on it, Deadmeat stated in the recent producer letter that it would be adding new more advanced storyteller features, updating spy and smuggler (polishing them and adding new expertise etc) and adding the Exar Kun instance.
They're fixing the animations just like they've fixed many other things along the way, they're even talking about adding new social emotes etc.
You may not be intending it, but you're belitteling those that play the game...current players aren't creative? That comes across as you saying pre-cu players were better people. How can you see it if you don't play?
The BM crafting process is a completely seperate system to the crafting system crafters have.
Well, what can I say Obraik?
I've tried to use the analogy of Lego in the past, and I still think it's an accurate desciption of the differences between pre-CU and post-NGE.
Essentially my analogy was that early sets of Lego were simply a collection of loose bits that you as an individual formed into an object that was totally of your imagination. Whereas the NGE feels like a set of Lego that is designed to be built like a model. It has enough pieces to make a specific object, and the pieces have very little use outside of that one object.
I feel that, much like those newer sets of Lego, the current game appeals to the type of person who wants a clear and precise path that leads to a very expected outcome - level 90. Does that mean there is no room for creativity? Absolutely not, but it's not likely that that person will build something outside the parameters of that Lego model.
As for the BM crafting I will certainly give it a look once I get another free trial. Once that happens I'll let you know what I think.
Comments
Oh, I understand completely that there are some people that would take advantage of the storyteller features, but I think it's not something conducive to the average player as much as it would have been for a more sandbox gameplay like pre-CU.
That's just my opinion, but I think it's fairly accurate when you consider the differnt attitudes of the developers when "selling" their game (i.e. fast-paced, jump right in gameplay, as opposed to the "develop your own saga" style of pre-CU). I think that player made movies is something that's indicitive to that creativity of pre-cu players. I just don't see that level of creativity anymore.
But I'm not saying it's a good or bad thing - just different.
As for BM, again I have to say it's based on the crafting process which was there to begin with.
Regardless, my point was that the "good" points about SWG are elements from pre-CU. It was simply my observation - nothing more.
The BM crafting process is a completely seperate system to the crafting system crafters have.
Nothing has been said about that next publish? wow you really dont know what your talking about - not only have there been diuscussiont threads on it, Deadmeat stated in the recent producer letter that it would be adding new more advanced storyteller features, updating spy and smuggler (polishing them and adding new expertise etc) and adding the Exar Kun instance.
They're fixing the animations just like they've fixed many other things along the way, they're even talking about adding new social emotes etc.
I've tried to use the analogy of Lego in the past, and I still think it's an accurate desciption of the differences between pre-CU and post-NGE.
Essentially my analogy was that early sets of Lego were simply a collection of loose bits that you as an individual formed into an object that was totally of your imagination. Whereas the NGE feels like a set of Lego that is designed to be built like a model. It has enough pieces to make a specific object, and the pieces have very little use outside of that one object.
I feel that, much like those newer sets of Lego, the current game appeals to the type of person who wants a clear and precise path that leads to a very expected outcome - level 90. Does that mean there is no room for creativity? Absolutely not, but it's not likely that that person will build something outside the parameters of that Lego model.
As for the BM crafting I will certainly give it a look once I get another free trial. Once that happens I'll let you know what I think.