As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
I'm assuming you mean 'moot' not mute...
My point is not moot, the discussion is about fun, not game design theory. The underlying systems for most of the sandbox elements were done before in other games going back to old Commodore 64 days (M.U.L.E. anyone?) and the crafting system was simply the expanded form of other people's original ideas.
Even within these systems there was imbalance and inconsistencies. Or would you say a droid engineer was as successful a design (in terms of fun) as a creature handler, or less directly related an armorsmith?
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire: Start with a billion dollars and make an MMO.
With the upcoming slate of MMO releases and lingering negativity toward the game, it seems unlikely any fixes are going to give any major positive momentum in the short term. At best I think we're looking at a small bounce off the eventual bottom after the six month subs run out and a slow growth later in the year resulting from people getting tired of their current MMO and some players coming back because a particular fix addresses a major problem they had with the game.
IMO it's going to take an expansion to breathe any real life into the game and stimulate a "break out." Certain aspects of the game -- travel, the role of crafting, world pvp, etc. -- need to be rethought from the ground up. The "alternative gameplay" possibilities that Star Wars offers in terms of swoop racing, fully-realized pve and pvp space combat, gambling tournaments, are also I think some of the indicators that various groups of people are looking for that the game is evolving away from what they played in the months after release.
I'm just not sure at this point if (a) Bioware has the know-how to address any of those points adequately, (b) EA is going to continue giving them the time and budget necessary to do them properly, and (c) the current fans will support development efforts spent on anything other than their precious story because according to them the game is already (mostly) perfect and all the things that other people are looking/hoping for will only make it worse.
As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
I'm assuming you mean 'moot' not mute...
My point is not moot, the discussion is about fun, not game design theory. The underlying systems for most of the sandbox elements were done before in other games going back to old Commodore 64 days (M.U.L.E. anyone?) and the crafting system was simply the expanded form of other people's original ideas.
Even within these systems there was imbalance and inconsistencies. Or would you say a droid engineer was as successful a design (in terms of fun) as a creature handler, or less directly related an armorsmith?
You're still missing the point. What was fun was different for every person.I knew many folks that loved every profession and had fun, just like there are those that think TOR is fun and those that think it's garbage. I'm just going off your post of SW is better being watched than played, which i think is a false statement.
TOR for me is not a fun game and is a horrible SPRPG with coop, that could have been something special with a more out of the norm, copy and paste retread gameplay.
As in finally admit Star Wars is better watched than played.
You want us to pretend there have never been any good Star Wars games just because SWTOR sucks? heh.
There is no reason to pretend.
Then you never should have bought Knights Of the Old Republic Online if you didnt think the single player games were good. And anyone that thinks Rogue Squadron was a bad game...didnt play it.
I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson
I really loved the game on both sides until I hit 50. I wish there was some way to experience the other classes stories without having to go thru the kill 15 rats thing all over again.
Like I said in another thread: They dont know how to fix pvp (it seems anyway) and the group/raid zones are bug infested nightmares. I think they need to concentrate on the story along with server merges. I dont think they will ever reach 1.7 again. In my experience you only really have one chance to impress.
Hmm. First game in history to give up on PVP completely?
There are some possible radical solutions, but under EA...no.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
As in finally admit Star Wars is better watched than played.
You want us to pretend there have never been any good Star Wars games just because SWTOR sucks? heh.
There is no reason to pretend.
Then you never should have bought Knights Of the Old Republic Online if you didnt think the single player games were good. And anyone that thinks Rogue Squadron was a bad game...didnt play it.
And yet the same company that made it, made an MMO by copying its formula and now we are here in a thread asking what can be done to fix it....
KOTOR = Baldur's Gate personalities, dialogue and story quality + Jade Empire gameplay
Rogue Squadron = reskinned Wing Commander
What made both of those games fun was that they were fun games reskinned to include the Star Wars IP. That's usually a fairly easy way to make a game fun from Star Wars to TMNT.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire: Start with a billion dollars and make an MMO.
As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
I'm assuming you mean 'moot' not mute...
My point is not moot, the discussion is about fun, not game design theory. The underlying systems for most of the sandbox elements were done before in other games going back to old Commodore 64 days (M.U.L.E. anyone?) and the crafting system was simply the expanded form of other people's original ideas.
Even within these systems there was imbalance and inconsistencies. Or would you say a droid engineer was as successful a design (in terms of fun) as a creature handler, or less directly related an armorsmith?
You're still missing the point. What was fun was different for every person.I knew many folks that loved every profession and had fun, just like there are those that think TOR is fun and those that think it's garbage. I'm just going off your post of SW is better being watched than played, which i think is a false statement.
TOR for me is not a fun game and is a horrible SPRPG with coop, that could have been something special with a more out of the norm, copy and paste retread gameplay.
So you're saying Pre-CU SWG was fun to some people the same way torture renamed to masochism is fun to some people?
While you may be right in the strictest logic of that statement, the statement does not absolve Pre-CU from being un-fun to the vast majority of people that were exposed to it. One of the strongest indicators about the turn-off of the game for the oringinal subscribers was the commonly heard complaint, 'I don't play a Star Wars game to be Lars Skywalker'.
As far as missing the point, I replied directly to your point about the 'uniqueness' of the systems. Trying to change your point from system originality to broad playstyle appeal, and then claiming I missed the original point is being evasive and argumentative.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire: Start with a billion dollars and make an MMO.
With post WOW MMO's you get one shot to get it right. They released too early and paid no attention to their beta testers. The games core is rotten and the choice to clone WOW was a bad one. Bridges are burned and the ship has sailed. The game has a terrible rep in the MMO community now. Short of an actual patch made by Jesus and a new dev team that knows what they are doing correcting some really low level design issues the game is pretty much done in the eyes of the community.
As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
I'm assuming you mean 'moot' not mute...
My point is not moot, the discussion is about fun, not game design theory. The underlying systems for most of the sandbox elements were done before in other games going back to old Commodore 64 days (M.U.L.E. anyone?) and the crafting system was simply the expanded form of other people's original ideas.
Even within these systems there was imbalance and inconsistencies. Or would you say a droid engineer was as successful a design (in terms of fun) as a creature handler, or less directly related an armorsmith?
You're still missing the point. What was fun was different for every person.I knew many folks that loved every profession and had fun, just like there are those that think TOR is fun and those that think it's garbage. I'm just going off your post of SW is better being watched than played, which i think is a false statement.
TOR for me is not a fun game and is a horrible SPRPG with coop, that could have been something special with a more out of the norm, copy and paste retread gameplay.
So you're saying Pre-CU SWG was fun to some people the same way torture renamed to masochism is fun to some people?
While you may be right in the strictest logic of that statement, the statement does not absolve Pre-CU from being un-fun to the vast majority of people that were exposed to it. One of the strongest indicators about the turn-off of the game for the oringinal subscribers was the commonly heard complaint, 'I don't play a Star Wars game to be Lars Skywalker'.
As far as missing the point, I replied directly to your point about the 'uniqueness' of the systems. Trying to change your point from system originality to broad playstyle appeal, and then claiming I missed the original point is being evasive and argumentative.
Seems strange to me that by far most complaints on SWG was after the CU and everyone and I mean everyone I ever talked to that played pre-CU misses it. Explain that one.
Personally for me there is nothing they could do to save this game. I don't believe I would ever return to this game. It's not the type of game I can enjoy for longer than a week or so. I don't care for kill 10 rats quests and endgame raiding anymore. I enjoyed it in 2005, not 2012. The game never felt like Star Wars to me. Very lifeless game world.
As far as everyone else...They are releasing the group finder soon suposedly and depending how well it works that could be a small boon for them. They are going to have to do something with endgame, they need to either release some continuations of the class stories soon or some more challenging raids. New alien races soon is pretty much a must in my eyes. Personally think they just fire the team responsible for anything pvp related and just call it quits in that department. Focus on the pve stuff. The Bioware we have sen over the last couple years seems highly incompetent, so I have little faith they are going to do much. Just my opinions.
As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
I'm assuming you mean 'moot' not mute...
My point is not moot, the discussion is about fun, not game design theory. The underlying systems for most of the sandbox elements were done before in other games going back to old Commodore 64 days (M.U.L.E. anyone?) and the crafting system was simply the expanded form of other people's original ideas.
Even within these systems there was imbalance and inconsistencies. Or would you say a droid engineer was as successful a design (in terms of fun) as a creature handler, or less directly related an armorsmith?
You're still missing the point. What was fun was different for every person.I knew many folks that loved every profession and had fun, just like there are those that think TOR is fun and those that think it's garbage. I'm just going off your post of SW is better being watched than played, which i think is a false statement.
TOR for me is not a fun game and is a horrible SPRPG with coop, that could have been something special with a more out of the norm, copy and paste retread gameplay.
So you're saying Pre-CU SWG was fun to some people the same way torture renamed to masochism is fun to some people?
While you may be right in the strictest logic of that statement, the statement does not absolve Pre-CU from being un-fun to the vast majority of people that were exposed to it. One of the strongest indicators about the turn-off of the game for the oringinal subscribers was the commonly heard complaint, 'I don't play a Star Wars game to be Lars Skywalker'.
As far as missing the point, I replied directly to your point about the 'uniqueness' of the systems. Trying to change your point from system originality to broad playstyle appeal, and then claiming I missed the original point is being evasive and argumentative.
Seems strange to me that by far most complaints on SWG was after the CU and everyone and I mean everyone I ever talked to that played pre-CU misses it. Explain that one.
Anecdotal.
People remember things they can no longer have more fondly than things they currently have.
There were complaints about the CU and the NGE, but those were from the 250,000 subscribers that decided to continue playing after release from the 1,000,000 box sales. (Not to mention the media jumping on the hate wagon, which is where many of the 'after the fact' fans actually get their opinion from) That means 75% of the people that took a look at SWG Pre-CU, said, "No Thank You." If you thought 250,000 people complained about the NGE, you should have heard the 750,000 people that complained about the Pre-CU.
Anytime someone tells you something was 'the best thing ever', and has trouble criticizing the thing, immediately assume they are biased and their recollection is flawed. Additionally, they might be trying to sell you something even if it's just their point of view.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire: Start with a billion dollars and make an MMO.
The game will never get back to 1.7million in US/EU, but obviously can get bloated numbers once they hit china. If they don't merge servers soon then they will not stop the bleeding.
No one is coming back to this crap. They don't have the money to develop any content, even with this "full team" they have working on it. Took them months just to get resizing windows, and a basic interface to buy legacy perks. Do you honestly see story content being delivered anytime soon? And even if it was every few months, players would eat it up in a matter of days, leaving the same boring level 50 daily/weekly grinding then logging out of boredom. And that folks is why you don't make an MMO based on one time content.
Shouldn't be able to go 1-50 and completely gear out your character in under a month.
How did they expect longevity when the game is way too easy? Rerolling alts so we can do the same shit even faster? No thanks.
I've already gone back twice out of boredom waiting on GW2. There's just nothing there, no soul of any kind with zero vision from the people in charge.
Playing: GW2 Waiting on: TESO Next Flop: Planetside 2 Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
Needs to be done, to call a halt to the lowering numbers of suscriprions and make new people and old fans interested intoo this game again?
Can it be saved at all?
In no order of importance.....
1.) Make a living breathing world. Add more flora that whistles around to the wind. Have funny banter amongst NPC's in towns.
2.) Introduce quests beyond "kill 10 rats."
3.) Story level content post 50.
4.) more story-line events for the entire server to have fun with.
5.) A far more intuitive crafting system.
6.) Make "hardmode's" about more than just a DPS calculator.
7.) Seriously tweak the bonuses expertise gives. Right now there's no way someone starting out in pvp can even hope to compete, even if he were wearing the exact same gear as his opponent. I'd honestly say the mechanic should be removed entirely.
8.) better looking armor sets.
9.) Introduce real social tools, and make social gear useful.
10.) Make cantinas a place to actually congregate around. Introduce mini-games like pazaak and pod-racing. Especially on places like Nar Shadaa, this should be a gamblers dream. Even introduce a meta-mechanic where Empire and Republic are favoring rival huts for control of the cut they receive from player gambling.
11.) Make it so a pvp server is actually dangerous. No reason the Republic/Empire should be so far apart from each other on these worlds.
12.) More battlegrounds. If queue pvp is all you are gonna do, you need to do a lot more of it.
13.) Remove dailies.
14.) Start doing a lot of things under the hood to make the game run smoother, like finding ways you can optimize that bloody engine.
15.) Make a space game not on rails. Hell, just copy for the most part JTL with some updated graphics and call it a night.
16.) Offer one month of unlimited server transfers. After this, then start examining which servers to disable new creation on, and prepare to merge.
As in finally admit Star Wars is better watched than played.
Nope. SWG pre-cu was a fine mmorpg that would have maintained EVE level subs if it were not for the dumbass move of SOE WOWifying the game with the NGE. When you take away everything that makes you unique, you become just another fish swimming in the sea of mediocrity.
TOR, on the other hand started off witha bad design, so where it's at now doesn't surprise me at all.
Pre-CU SWG was a rush to release bug fest that had massive player balance issues and has only achieved greatness in the nostalgia addled minds of people who forgot most of the fun came from exploiting those imbalances and bugs.
Funny, I never exploited those imbalances and bugs. Even when i played my CM, I found ways to play it other than the 2k tick mind poison. Against an experienced pvp group, those scrubs were fodder.
We all knew the game had some bugs. But it had one of the greatest economies ever in a game. It had one of the best social communities ever established in a game. And it had a relatively functional pvp (if not rvr) system. Given the fact that most MMOs during that time were hot buggy messes, it was a good game for its time.
Of course, that's an honest attempt at looking at something. you most certainly aren't interested in doing anything objective or honest.
Comments
Your point is mute. I was talking about the unique systems and tools that made up the game, not the incompentence that SOE had in fixing bugs and balance issue's.
I'm assuming you mean 'moot' not mute...
My point is not moot, the discussion is about fun, not game design theory. The underlying systems for most of the sandbox elements were done before in other games going back to old Commodore 64 days (M.U.L.E. anyone?) and the crafting system was simply the expanded form of other people's original ideas.
Even within these systems there was imbalance and inconsistencies. Or would you say a droid engineer was as successful a design (in terms of fun) as a creature handler, or less directly related an armorsmith?
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
With the upcoming slate of MMO releases and lingering negativity toward the game, it seems unlikely any fixes are going to give any major positive momentum in the short term. At best I think we're looking at a small bounce off the eventual bottom after the six month subs run out and a slow growth later in the year resulting from people getting tired of their current MMO and some players coming back because a particular fix addresses a major problem they had with the game.
IMO it's going to take an expansion to breathe any real life into the game and stimulate a "break out." Certain aspects of the game -- travel, the role of crafting, world pvp, etc. -- need to be rethought from the ground up. The "alternative gameplay" possibilities that Star Wars offers in terms of swoop racing, fully-realized pve and pvp space combat, gambling tournaments, are also I think some of the indicators that various groups of people are looking for that the game is evolving away from what they played in the months after release.
I'm just not sure at this point if (a) Bioware has the know-how to address any of those points adequately, (b) EA is going to continue giving them the time and budget necessary to do them properly, and (c) the current fans will support development efforts spent on anything other than their precious story because according to them the game is already (mostly) perfect and all the things that other people are looking/hoping for will only make it worse.
You're still missing the point. What was fun was different for every person.I knew many folks that loved every profession and had fun, just like there are those that think TOR is fun and those that think it's garbage. I'm just going off your post of SW is better being watched than played, which i think is a false statement.
TOR for me is not a fun game and is a horrible SPRPG with coop, that could have been something special with a more out of the norm, copy and paste retread gameplay.
Then you never should have bought Knights Of the Old Republic Online if you didnt think the single player games were good. And anyone that thinks Rogue Squadron was a bad game...didnt play it.
I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson
I really loved the game on both sides until I hit 50. I wish there was some way to experience the other classes stories without having to go thru the kill 15 rats thing all over again.
Like I said in another thread: They dont know how to fix pvp (it seems anyway) and the group/raid zones are bug infested nightmares. I think they need to concentrate on the story along with server merges. I dont think they will ever reach 1.7 again. In my experience you only really have one chance to impress.
Hmm. First game in history to give up on PVP completely?
There are some possible radical solutions, but under EA...no.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
And yet the same company that made it, made an MMO by copying its formula and now we are here in a thread asking what can be done to fix it....
KOTOR = Baldur's Gate personalities, dialogue and story quality + Jade Empire gameplay
Rogue Squadron = reskinned Wing Commander
What made both of those games fun was that they were fun games reskinned to include the Star Wars IP. That's usually a fairly easy way to make a game fun from Star Wars to TMNT.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
So you're saying Pre-CU SWG was fun to some people the same way torture renamed to masochism is fun to some people?
While you may be right in the strictest logic of that statement, the statement does not absolve Pre-CU from being un-fun to the vast majority of people that were exposed to it. One of the strongest indicators about the turn-off of the game for the oringinal subscribers was the commonly heard complaint, 'I don't play a Star Wars game to be Lars Skywalker'.
As far as missing the point, I replied directly to your point about the 'uniqueness' of the systems. Trying to change your point from system originality to broad playstyle appeal, and then claiming I missed the original point is being evasive and argumentative.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
I didnt mean for them to give up on pvp completely. To me they just dont seem to know what to do with it.
With post WOW MMO's you get one shot to get it right. They released too early and paid no attention to their beta testers. The games core is rotten and the choice to clone WOW was a bad one. Bridges are burned and the ship has sailed. The game has a terrible rep in the MMO community now. Short of an actual patch made by Jesus and a new dev team that knows what they are doing correcting some really low level design issues the game is pretty much done in the eyes of the community.
Seems strange to me that by far most complaints on SWG was after the CU and everyone and I mean everyone I ever talked to that played pre-CU misses it. Explain that one.
can it be saved? no
and blizzard thanks EA for makeing a stop gap themepark expansion for wow players to keep busy while they finish the panda crap.
Nothing can be done.
The foundation of SWTOR (Story over gameplay) is broken and can not be repaired
You know I don't think I can even say. I am just so tired of the questing paradigm. I just can't do it as a main activity.
This doesn't mean I am suddenly a sandbox convert and will say SWTOR should become SWG because I know that wouldn't work.
All I can say is SWTOR became really boring to me. But I am not sure that would have been true 5 years ago. Or at least not as extreme.
I am so tired of the paradigm that I can't really objectively say there was anything wrong with the game.
Personally for me there is nothing they could do to save this game. I don't believe I would ever return to this game. It's not the type of game I can enjoy for longer than a week or so. I don't care for kill 10 rats quests and endgame raiding anymore. I enjoyed it in 2005, not 2012. The game never felt like Star Wars to me. Very lifeless game world.
As far as everyone else...They are releasing the group finder soon suposedly and depending how well it works that could be a small boon for them. They are going to have to do something with endgame, they need to either release some continuations of the class stories soon or some more challenging raids. New alien races soon is pretty much a must in my eyes. Personally think they just fire the team responsible for anything pvp related and just call it quits in that department. Focus on the pve stuff. The Bioware we have sen over the last couple years seems highly incompetent, so I have little faith they are going to do much. Just my opinions.
Why no one is talking about the stuttering problem? The game just not run well.
This is the main reason I stop playing SWTOR.
Anecdotal.
People remember things they can no longer have more fondly than things they currently have.
There were complaints about the CU and the NGE, but those were from the 250,000 subscribers that decided to continue playing after release from the 1,000,000 box sales. (Not to mention the media jumping on the hate wagon, which is where many of the 'after the fact' fans actually get their opinion from) That means 75% of the people that took a look at SWG Pre-CU, said, "No Thank You." If you thought 250,000 people complained about the NGE, you should have heard the 750,000 people that complained about the Pre-CU.
Anytime someone tells you something was 'the best thing ever', and has trouble criticizing the thing, immediately assume they are biased and their recollection is flawed. Additionally, they might be trying to sell you something even if it's just their point of view.
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.
The game will never get back to 1.7million in US/EU, but obviously can get bloated numbers once they hit china. If they don't merge servers soon then they will not stop the bleeding.
No one is coming back to this crap. They don't have the money to develop any content, even with this "full team" they have working on it. Took them months just to get resizing windows, and a basic interface to buy legacy perks. Do you honestly see story content being delivered anytime soon? And even if it was every few months, players would eat it up in a matter of days, leaving the same boring level 50 daily/weekly grinding then logging out of boredom. And that folks is why you don't make an MMO based on one time content.
Shouldn't be able to go 1-50 and completely gear out your character in under a month.
How did they expect longevity when the game is way too easy? Rerolling alts so we can do the same shit even faster? No thanks.
I've already gone back twice out of boredom waiting on GW2. There's just nothing there, no soul of any kind with zero vision from the people in charge.
Game played well for me except during Ilum fights but thats a problem with the Hero Engine.
Everything you need to know about Elder Scrolls Online
Playing: GW2
Waiting on: TESO
Next Flop: Planetside 2
Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
In no order of importance.....
1.) Make a living breathing world. Add more flora that whistles around to the wind. Have funny banter amongst NPC's in towns.
2.) Introduce quests beyond "kill 10 rats."
3.) Story level content post 50.
4.) more story-line events for the entire server to have fun with.
5.) A far more intuitive crafting system.
6.) Make "hardmode's" about more than just a DPS calculator.
7.) Seriously tweak the bonuses expertise gives. Right now there's no way someone starting out in pvp can even hope to compete, even if he were wearing the exact same gear as his opponent. I'd honestly say the mechanic should be removed entirely.
8.) better looking armor sets.
9.) Introduce real social tools, and make social gear useful.
10.) Make cantinas a place to actually congregate around. Introduce mini-games like pazaak and pod-racing. Especially on places like Nar Shadaa, this should be a gamblers dream. Even introduce a meta-mechanic where Empire and Republic are favoring rival huts for control of the cut they receive from player gambling.
11.) Make it so a pvp server is actually dangerous. No reason the Republic/Empire should be so far apart from each other on these worlds.
12.) More battlegrounds. If queue pvp is all you are gonna do, you need to do a lot more of it.
13.) Remove dailies.
14.) Start doing a lot of things under the hood to make the game run smoother, like finding ways you can optimize that bloody engine.
15.) Make a space game not on rails. Hell, just copy for the most part JTL with some updated graphics and call it a night.
16.) Offer one month of unlimited server transfers. After this, then start examining which servers to disable new creation on, and prepare to merge.
Funny, I never exploited those imbalances and bugs. Even when i played my CM, I found ways to play it other than the 2k tick mind poison. Against an experienced pvp group, those scrubs were fodder.
We all knew the game had some bugs. But it had one of the greatest economies ever in a game. It had one of the best social communities ever established in a game. And it had a relatively functional pvp (if not rvr) system. Given the fact that most MMOs during that time were hot buggy messes, it was a good game for its time.
Of course, that's an honest attempt at looking at something. you most certainly aren't interested in doing anything objective or honest.