Oh man the good old days of being a jedi and hiding on the furthest reach of dantooine waiting on friends to help you get back to town cause countless bounty hunters coming to kill you... Perma death.... fun days
I will miss you SWG forevermore.
Bria was ruthless man... being one of the major three it was rough. When there was only a handful of us hiding... it was crazy...
I hid on Endor grinding Spiders... But then I would go and beat on a few things out in the middle of Dath...
Gosh... saying Dath... say it with me ... "DATH"..... remember the Dath grinding mobs?
Rancors owning...? I was a CH and got TWO Rancs from there when you could use them both and it was freaking amazing......
CH was amazing... that was one fun ass POKEMON skill set... before they nerfed it of course into a mess...
Hey did you hear? CH pet and Smuggler revamp is coming..
I think it's a testament to how much potential the original game had that if you mention SWG on just about any WoW trade chat channel, you'll get immediate feedback from other WoW players who were there from 2003-3005 also.
SWG then was loved by many, and we could see what it might be if only SOE got its head out of its ass and got over its insane Blizz envy.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Despite all the bugs that needed to be fixed and all the things that needed to be tweeked, SWG in its Pre-CU format is the best MMO I've ever played because it was unlike any other MMO I've ever played. It had combat and non-combat skills that were both essential for the game and a person could focus on EITHER one or both (unlike most MMOs were one can loot pretty much everything one needs and if one chooses to craft its a secondary skill that requires a combat skill to be leveled up first). Players were not leveled. The person fresh from the character creation page could group with a person who had nearly complete template and BOTH could get xp. This helped with the community that existed in the game. Most MMOs have levels and once you outlevel other players you can no longer group together without messing up xp. In SWG, guilds could recruit new players and help them. Friends or fellow guildies could leave for days, weeks, or months and join right back into the group with no problems when they returned. Then in SWG there were choices, lots and lots of choices....classes; skill boxes to earn, drop, and re-earn without having to pay a fee to change ones template; methods of gaining xp (could go to any planet at any time or stay on one planet for the entire game...sure some planets were more difficult with higher risks but you still could choose to go there, unlike most games that lead you from zone to zone as one levels there way through the game; there were missions from mission terminals; there was doing random kills for a decent amount of xp; there were those few "themepark" quest lines)....
True there are some adjustments that needed to be made, and so much more potential in the game that was never reached, but compared to other MMOs, SWG pre-CU is the best one I've played so far.
EDIT: BTW, for SOE to later say they wanted to do more to appeal to female gamers, they messed that up when they messed up what they had in SWG. As a female gamer, I bought SWG because it said on the back of the package that some of the choices I had included tailor and entertainer. A month after I started playing, I had a second account and started combat classes (Just how many times did I make characters that had amongst their template CH? *sniff*) I also saw other women who came to the game the same way and ended up going combat including wives of guildies. Not saying that all female gamers want non-combat, but it did have that extra appeal. Plus, as easy as the targeting and killing spawns may have been pre-CU, it also allowed those who enjoyed socializing during hunts to do so.
Comments
Bria was ruthless man... being one of the major three it was rough. When there was only a handful of us hiding... it was crazy...
I hid on Endor grinding Spiders... But then I would go and beat on a few things out in the middle of Dath...
Gosh... saying Dath... say it with me ... "DATH"..... remember the Dath grinding mobs?
Rancors owning...? I was a CH and got TWO Rancs from there when you could use them both and it was freaking amazing......
CH was amazing... that was one fun ass POKEMON skill set... before they nerfed it of course into a mess...
Hey did you hear? CH pet and Smuggler revamp is coming..
OH wait.............................................. lol NGE BAM!
I think it's a testament to how much potential the original game had that if you mention SWG on just about any WoW trade chat channel, you'll get immediate feedback from other WoW players who were there from 2003-3005 also.
SWG then was loved by many, and we could see what it might be if only SOE got its head out of its ass and got over its insane Blizz envy.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
Despite all the bugs that needed to be fixed and all the things that needed to be tweeked, SWG in its Pre-CU format is the best MMO I've ever played because it was unlike any other MMO I've ever played. It had combat and non-combat skills that were both essential for the game and a person could focus on EITHER one or both (unlike most MMOs were one can loot pretty much everything one needs and if one chooses to craft its a secondary skill that requires a combat skill to be leveled up first). Players were not leveled. The person fresh from the character creation page could group with a person who had nearly complete template and BOTH could get xp. This helped with the community that existed in the game. Most MMOs have levels and once you outlevel other players you can no longer group together without messing up xp. In SWG, guilds could recruit new players and help them. Friends or fellow guildies could leave for days, weeks, or months and join right back into the group with no problems when they returned. Then in SWG there were choices, lots and lots of choices....classes; skill boxes to earn, drop, and re-earn without having to pay a fee to change ones template; methods of gaining xp (could go to any planet at any time or stay on one planet for the entire game...sure some planets were more difficult with higher risks but you still could choose to go there, unlike most games that lead you from zone to zone as one levels there way through the game; there were missions from mission terminals; there was doing random kills for a decent amount of xp; there were those few "themepark" quest lines)....
True there are some adjustments that needed to be made, and so much more potential in the game that was never reached, but compared to other MMOs, SWG pre-CU is the best one I've played so far.
EDIT: BTW, for SOE to later say they wanted to do more to appeal to female gamers, they messed that up when they messed up what they had in SWG. As a female gamer, I bought SWG because it said on the back of the package that some of the choices I had included tailor and entertainer. A month after I started playing, I had a second account and started combat classes (Just how many times did I make characters that had amongst their template CH? *sniff*) I also saw other women who came to the game the same way and ended up going combat including wives of guildies. Not saying that all female gamers want non-combat, but it did have that extra appeal. Plus, as easy as the targeting and killing spawns may have been pre-CU, it also allowed those who enjoyed socializing during hunts to do so.