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If you could remake a game what would it be?

13

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  • TalonsinTalonsin Member EpicPosts: 3,619
    I would pick Archeage with no cash shop, more PvE options and triple the size of the Hasla area while removing the different tokens and just having one token drop that can be used in any weapon.  I would also get a better company to do the customer support since Trion sucks at it, sorry Kano.

    =)
    "Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game."  - SEANMCAD

  • RytheronRytheron Member CommonPosts: 6
    Truc_Quan said:

    If you had the funds to reboot / remake any MMO, what would it be?

    For me it would be RYL. It was a faction based open world pvp centered MMO. Humans vs Ak'kan. It had oldschool grind leveling, where a decked out high level character was like a god. Unlike today where the game holds your hand from start to finish, and you can hit level cap in a couple days. Since the leveling was tough and you were in constant danger of getting PKed, you developed a strong sense of loyalty to your faction. It was one of my first MMO experiences and Ill always remember it..

    A remake with updated graphics and a few more updated mechanics would be amazing. Just as long as they kept the core gameplay intact.


    If I had the dough, I would invest DBG to buy up the old AC2 from Turbine (Time Warner) and integrate it with EQ2 with a new engine for EQ3. Also combine the lands and lore for PVP :)
  • BlackWatchBlackWatch Member UncommonPosts: 972
    SWG without a doubt.  While it may be rose-colored glasses and that lovely nostalgia filter kicking in, the game had the most to offer as well as an enormity of unrealized potential.  
    I've bought and played so many other MMO's since the passing of SWG, just looking for another SWG... only to be left unsatisfied and wanting.  

    While the current Star Wars based MMO is 'so-so', it's not what I expect from an MMO wielding the strength of that IP and brand.  It's time to give Star Wars fans the game they deserve.

    An overhaul is something that should certainly happen to SWG.  
    ....

    A close 2nd would have to be the Warhammer IP.  A real/legit MMORPG would be amazing.  Would kill for that, honestly.

    image

  • lahnmirlahnmir Member LegendaryPosts: 5,054
    1. Skies of Arcadia
    2. Skies of Arcadia
    3. Skies of Arcadia

    I consider no MMO worth remaking/rebooting as it would just destroy my fond memories of it.

    /Cheers,
    Lahnmir
    'the only way he could nail it any better is if he used a cross.'

    Kyleran on yours sincerely 


    'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'

    Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...



    'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless. 

    It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.

    It is just huge resource waste....'

    Gdemami absolutely not being an armchair developer

  • JermzyJermzy Member UncommonPosts: 211
    DAoC with updated graphic engine, post-toa (fix all encounter bugs) with old frontiers.  Then do something they never did with this great game, marketing.
    Haroo!
  • gervaise1gervaise1 Member EpicPosts: 6,919
    edited September 2016
    Dream Park. From the 1981 Larry Niven and Steven Barnes book.

    Not a remake as such although within the park you could have adventures based on other games.  
    Post edited by gervaise1 on
  • centkincentkin Member RarePosts: 1,527
    Asheron's Call + Horizons(Istaria).  The lore would work, and if you took the best of both games with modern graphics you could really have something.
  • KyleranKyleran Member LegendaryPosts: 44,059
    UO, AC, SWG because I never got to play them in their glory days.

    DAOC because its a favorite of mine.


    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

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    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • mmoguy43mmoguy43 Member UncommonPosts: 2,770
    rodingo said:
    Neocron of course.  Cyberpunk is making a come back with the new Deus Ex, CDProjekt Red's game, and a new Blade Runner movie.  Plus Neocron was my first MMO, so also for nostalgia reasons.
    Can't think of a game more deserving of a remake. It was ahead of it's time but always behind it bug fixes and balancing. It's one of those games, like SWG, that if you tell people how it was, they wish they could have been there in it's heyday. Amazingly, all the people that still love the game have kept it alive even though the population isn't what it used to be.
    A remake would turn it into a Stoy-lite Deus Ex HR PvE complete RPG with optional city or outpost war PvP and combat more like Planetside 2. I think in part, it's the ambition of trying to do many things but not very well was what held it back. But if it all could have been remade AND updated, polished, balanced, and everything. It would be the best online cyberpunk shooter/rpg game again.
  • Joseph_KerrJoseph_Kerr Member RarePosts: 1,113
    SWG or STO
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    Truc_Quan said:

    If you had the funds to reboot / remake any MMO, what would it be?

    For me it would be RYL. It was a faction based open world pvp centered MMO. Humans vs Ak'kan. It had oldschool grind leveling, where a decked out high level character was like a god. Unlike today where the game holds your hand from start to finish, and you can hit level cap in a couple days. Since the leveling was tough and you were in constant danger of getting PKed, you developed a strong sense of loyalty to your faction. It was one of my first MMO experiences and Ill always remember it..

    A remake with updated graphics and a few more updated mechanics would be amazing. Just as long as they kept the core gameplay intact.

    first off I would never in a billion years 're-make' any game for ANY amount of money.

    but if I was forced to 're-make' a game in an industry that still has about a billion years of possible new content and an industry that has barely scratched the surface on what is possible in gaming, I would do No One Lives Forever.

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • sludgebeardsludgebeard Member RarePosts: 788
    H0urg1ass said:
    Age of Conan.  I would ignore all other games on the market if this game were remade and remade right.  I could go on for an hour about all of the things I would fix or change in a second iteration, but the things I would keep absolutely the same are the general ambiance, culture, music and gory violence.
    AoC was a great game for what it did right, mainly combat, pvp (especially the starting zone PVP), and the story was fantastic.

    Unforunately it was super instanced, if had even been based around full zones with minimal loading between each, it would have been better. But as it stood I remember it being one of the first games that made me lose trust in the developers.

    Anyone that followed its development remembers the classic line from the developers during one of the first videos that said, "See that Volcano off in the distance? You could walk to there but it would take a long time." 

    Its reminiscent of the No Mans Sky debacle, where developers build up and promise things with vague responses and give hopes to the player and let them fantasize their own image of the game before its even released.

    Still I played it for like 3 months at launch, had a huge guild hall with a bunch of friends, RP'd and PVP'd to my hearts content, but yeah it could be a staple of the MMO genre, if it was more open and less hype.
  • SevalaSevala Member UncommonPosts: 220
    SWG-precu....with some reworking.

    ~I am Many~

  • goboygogoboygo Member RarePosts: 2,141
    Vangaurd, same world same classes same class mechanics, just better visuals and voice overs.
  • sunandshadowsunandshadow Member RarePosts: 1,985
    It could actually be really cool to remake several old single-player games, combined into an MMO.  This is a new idea for me, so I have to think more about which specific single-player games I'd theoretically want to buy the rights to for this sort of project.
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • MyriaMyria Member UncommonPosts: 699
    WAR...

    But first I'd dump the Warhammer IP. I think it hurt more than it helped and there is no possible way to live up to the fan's expectations given that even the fans disagree on how a lot of things should be.

    Second I'd dump most of the PvE, perhaps leaving the public events (albeit with fixes for all the ones, so many of them, that regularly broke) as part of zone flipping. Much as I love PvE most of it never worked right in WAR anyway and the game needed to focus on what it was good at -- group-based PvP.

    Lastly, add back in the cut capitals, have a plan to add in new RvR lakes periodically (maybe on a rotation?) and come up with some new ways to mix up the large scale group-PvP so it doesn't become stale the way it tended to after a while in WAR (change keep locations weekly, have rotating requirements for zone flipping, whatever).

    I doubt it'd ever be WoW huge, no matter the original "WoW stands for Waiting on Warhammer" claims, if it stuck to what it was good at and polished it decently, rather than leave it in a state where you randomly died from falling off of blades of grass and the LoD animations didn't looks like something the SNES could have done better, it could fill a decent and profitable niche.
  • ConstantineMerusConstantineMerus Member EpicPosts: 3,338
    Aeander said:
    The Secret World. Keep the story and setting. Keep the free form build customization system.

    Redo the combat with better animations and more of an action feel.

    Add dynamic content. 

    Make the game truly level-free as advertised. Allow full exploration and give each faction a separate starting zone. Add horizontal progression in the form of a large number of new skills and passives to hunt down throughout the world similar to skill capturing in Guild Wars 1.

    Allow mix and match of the various outfits and add a dye system.

    Totally redo the pvp. Level the playing field and balance the number of players per pvp map. Segregate unbalanced RvR to a few persistent maps.
    You have my vote. But I'll go for a 3 faction PvP sandbox game this time, and tune down the monsters a bit. 
    Constantine, The Console Poster

    • "One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
  • Zer0KZer0K Member UncommonPosts: 68
    Would remake Vanguard: Saga of Heroes
  • KonfessKonfess Member RarePosts: 1,667
    edited September 2016
    Tough call between SWG (pre-cu) and WAR

    If you are remaking a game, it means you have control over mechanics so all that is really important is the IP and general feel of a game. I love Star Wars and I love Warhammer, so both would be worth the effort for me. 

    I think SWG would be my choice. Game just had so much potential, it was just too raw for the general public. Beyond obviously graphics improvements and animations, main things I would change:

    1) Profession / combat rework

    I loved all the professions and the freedom you had, but the resulting gameplay wasn't particularly interesting. Between macros and limited abilities, combat was pretty dull. Combat results were almost exclusively a result of the meta-game decisions you made, rather than any skill of the player. 

    I would rework the skills and combat system so that player skill became the most important factor. This doesn't mean going for shitty action combat, I'd still stick with tab-target, but I'd make skill choice / rotations / situational abilities etc more important. i.e. add depth to actual combat. 

    2) City Building

    I've been really impressed with the CUBE system that CSE are developing for Camelot Unchained. I'd want something similar for SWG 2.0 - the ability to design your own buildings and then actually build them. Make them destructible like CU (for pvp, but also if upkeep lapses, let the buildings actually degrade and eventually disappear). 

    3) Buffs 

    You basically couldn't do anything in SWG without getting doctor buffs. Hell, couldn't even wear a full suit of composite without being buffed! Buffs were essential for everything but provided an unnecessary timesink. If you were pvping and died, you'd need a 10minute roundtrip to get rebuffed before re-entering. If you had a sub-par template or just sucked like me, it would mean you'd get a very short burst of pvp, followed by 10minute rebuff. I remember having times where I'd arrive at a pvp fight, but within 10s I'd be dead due to focus fire by riflemen. 

    4) General Accessibility

    Sandboxes are not accessible to the general public. Being directionless means most users struggle. The UI sucked and most people got their asses handed to them by the first womp rat they fought. In short, SWG sucked for beginners. I only survived as I had a friend already playing. I'd revamp the new user experience to actually get people playing properly and enjoying the game from the get-go. 
    @Immodium, @Sioned, @cameltosis, @Theodwulf, @waynejr2, and @Octagon7711 I also like SWG Pre-Cu/NGE, but I can’t imagine new players actually tolerating it.  It took me 7 months to level my first toon to M Creature Handler / M Carbineer playing 16 hours a week all on Naboo in Tantel armour and Hot Pants.  This was before I knew about AFK Macro Leveling (which was in game from day one).  I leveled a M TKA / M Commando in eight days (four days for each).  I did this after WoW, so my server and the grind locations were empty.

    But some players would hate the idea of macro leveling, while other would demand it or add hacks for it.  My first macros didn’t repeat and were to to mount and dismount my speeder bike. They also ran my current skill rotation, once.  My feeling is that Macros would have to stay, or they would be added as hacks and mods.

    My next question is HOW would you improve skill choice / rotations / situational abilities.  Skills were single target, AOE / multi-target (Agro), or state changing (ie. bleed, dizzy, or knock down).  The thing I didn’t like, was how each weapon targeted a different ham bar.   Pistols attacked the Health, Carbines the Action, and Rifles the Mind.  The same for melee, but I pretty much ignored them.  Not all their attacks but one special High Damage skill would.  The idea was if a hole existed in a mob’s defense, your squad could take advantage of it.  But if every character couldn’t attack the same bar, then weakness couldn’t be truly exploited.  That is how I would improve the usefulness of skills, or If one player used that  bar focused skill it would apply to the entire squad.

    I agree Housing would have to decay and clear the occupied space.  I hated the player city ghettos / ghost towns after WoW’s launch.  I would have the house re-deeded and the content packed in a moving crate, with an expiration and must be tied to a house to bring into the game world from the player mail system.  The Commando was a broken class, because it was primarily a Heavy Assault class.  That was way too Heavy for PvP balance.  I would have those Heavy attacks target Structures and Heavy Mobs (AT-AT).  And also add a inventory limit on Heavy ammo and weight speed reduction (encumbrance).  I would prefer that PvP be limited to Faction bases guarded by Faction NPCs (an alarm would be sent out to all faction players).  I love the city building, but I feel that design should be limited to the Architect profession.  And Politicians should have a better tool for city lay out.  To control building zoning (housing, garden, manufacturing, and vendor markets), spacing, orientation, and design (Naboo vs Generic).

    As for buffs, after the launch of WoW and the loss of 75% or more of the server population.  I trained my second account to be a Master Doctor and Master Musician / Dancer.  For a long time I played with out them, because I couldn’t afford them.  By only doing Fambaa kill missions on Naboo (highest animal kill mission), I was very poor.  I had to do 100 missions to afford a set of Doctor buffs.  I would add an insurance to the clone system for buffs.  Or make players wait for Doc revives, rather than spam respawn.  I always felt there should be a limit on the number of player respawns per session.

    I also agree that it had a problem with Accessibility.  The manual never told me that I could take missions until I started an Elite / Hybrid profession.  I started the game, trained all the Novice professions and got a mynock kill mission from the terminal.  Then ran for my life from a flock of mynock.  I hated the Station that was added with the Obi-Wan expansion.  I loved hunting in the Theed central park for frogs, snakes, and mosquitoes as I called them.  All the game need was an email and a dialog box that came on at the start of game that listed these steps to getting started.

    • Train all Novice Professions
    Ask a guard how to find Novice Trainers
    Go to the critter hunting zones around the NPC cities and hunt critters to train four Boxes in a Novice Combat (Unarmed) skill tree.
    Harvest Hide, Meat and Bone from killed leveling critters.  Also harvest some metal (about 500-1000 metal (steel)).
    With harvested metal, build all artisan survey tools.  Use harvested bone and hide to build scout craftable items.  Use harvested metal and meat to build medic craftable items.  Use harvested metal to build entertainer Slitherhorn.
    Harvest some chemical (fiberplast) and wood.  Craft Novice range weapons (CDEF) and all crafting tools.

    True there should have been a better way of getting this information to new players without segregating them to and instanced zone (The Station).

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
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    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
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  • nerovergilnerovergil Member UncommonPosts: 680
    ragnarok online.

    3d version, like bdo
  • Loke666Loke666 Member EpicPosts: 21,441
    There are many MMOs that could be remade. Asherons call comes to mind, it would certainly need a lot of freshening up but it did have it's own unique style. Anarchy online is another one.

    SWG and TOR I would stay away from, neither of them did what the IP deserved. SWG certainly had some mechanics that could deserve a reincarnation but a good Star wars MMO should feel like you are living one of the movies. They should have used a unique IP for it.

    DDO could also need a remake, but I think I would mix that one up with Biowares "Neverwinter nights" to get a more pen and paper feeling to it. It wouldn't be a MMO though, more something you run with a group of friends and with a few graphical hubs to recruit new players when needed, and a permanent DM for each group.Not much gear focus though.
    Also, I would skip the Eberon setting and use Forgotten realms or Dragonlance (the latter would probably be best, it has a nice feeling to it that differs from most MMOs).
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Konfess said:
    @Immodium, @Sioned, @cameltosis, @Theodwulf, @waynejr2, and @Octagon7711 I also like SWG Pre-Cu/NGE, but I can’t imagine new players actually tolerating it.  It took me 7 months to level my first toon to M Creature Handler / M Carbineer playing 16 hours a week all on Naboo in Tantel armour and Hot Pants.  This was before I knew about AFK Macro Leveling (which was in game from day one).  I leveled a M TKA / M Commando in eight days (four days for each).  I did this after WoW, so my server and the grind locations were empty.

    But some players would hate the idea of macro leveling, while other would demand it or add hacks for it.  My first macros didn’t repeat and were to to mount and dismount my speeder bike. They also ran my current skill rotation, once.  My feeling is that Macros would have to stay, or they would be added as hacks and mods.

    My next question is HOW would you improve skill choice / rotations / situational abilities.  Skills were single target, AOE / multi-target (Agro), or state changing (ie. bleed, dizzy, or knock down).  The thing I didn’t like, was how each weapon targeted a different ham bar.   Pistols attacked the Health, Carbines the Action, and Rifles the Mind.  The same for melee, but I pretty much ignored them.  Not all their attacks but one special High Damage skill would.  The idea was if a hole existed in a mob’s defense, your squad could take advantage of it.  But if every character couldn’t attack the same bar, then weakness couldn’t be truly exploited.  That is how I would improve the usefulness of skills, or If one player used that  bar focused skill it would apply to the entire squad.

    So, addressing the combat stuff, I'd essentially be looking to convert SWGs skills into something more similar to LotRO. Taking pikeman as an example (my favourite profession):

    At master pikeman, you have the following pikeman abilities:

    Polearm hit 1, 2, 3
    Polearm stun 1, 2
    Polearm spin attack 1, 2
    Polearm leg hit 1, 2, 3
    Polearm area attack 1, 2
    Polearm sweep 1
    Polearm action hit 1, 2

    Plus the other taunts and stuff from brawler. 

    So, that is 8 unique skills, but 15 actual abilities - 7 completely redundant. Out of those 8 skills, some were pointless too, so it was very common to only use 4 of those skills (hit 3, stun 2, area 2, sweep 1). 

    Were I to revamp the combat system, I would make each of those 15 abilities unique and useful, and put cooldowns on them. So, I'd probably go for 7 direct combat abilities (that would form your rotation), 5 situational abilities (like self-heal on long cooldown, self buff for burst damage etc) and 3 or 4 group-specific abilities (like taunts, group buffs etc). 

    In this way, you retain all the professions and character freedom, but combat becomes more involved. You need to develop and execute your rotation, but you'd have to balance combat so that situational abilities would be needed. No more running to a nest and activating an AOE macro to nuke everything, you'd actually have to target the right stuff, perform your rotation, watch out for special attacks, use your situational abilities to best effect etc. 


    Don't get me wrong, this would be a mammoth task and extremely hard to do with all professions and combinations thereof, but it would be doable and, imo, would result in a more interesting game. 
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    Konfess said:
    @Immodium, @Sioned, @cameltosis, @Theodwulf, @waynejr2, and @Octagon7711 I also like SWG Pre-Cu/NGE, but I can’t imagine new players actually tolerating it.  It took me 7 months to level my first toon to M Creature Handler / M Carbineer playing 16 hours a week all on Naboo in Tantel armour and Hot Pants.  This was before I knew about AFK Macro Leveling (which was in game from day one).  I leveled a M TKA / M Commando in eight days (four days for each).  I did this after WoW, so my server and the grind locations were empty.

    But some players would hate the idea of macro leveling, while other would demand it or add hacks for it.  My first macros didn’t repeat and were to to mount and dismount my speeder bike. They also ran my current skill rotation, once.  My feeling is that Macros would have to stay, or they would be added as hacks and mods.

    My next question is HOW would you improve skill choice / rotations / situational abilities.  Skills were single target, AOE / multi-target (Agro), or state changing (ie. bleed, dizzy, or knock down).  The thing I didn’t like, was how each weapon targeted a different ham bar.   Pistols attacked the Health, Carbines the Action, and Rifles the Mind.  The same for melee, but I pretty much ignored them.  Not all their attacks but one special High Damage skill would.  The idea was if a hole existed in a mob’s defense, your squad could take advantage of it.  But if every character couldn’t attack the same bar, then weakness couldn’t be truly exploited.  That is how I would improve the usefulness of skills, or If one player used that  bar focused skill it would apply to the entire squad.

    So, addressing the combat stuff, I'd essentially be looking to convert SWGs skills into something more similar to LotRO. Taking pikeman as an example (my favourite profession):

    At master pikeman, you have the following pikeman abilities:

    Polearm hit 1, 2, 3
    Polearm stun 1, 2
    Polearm spin attack 1, 2
    Polearm leg hit 1, 2, 3
    Polearm area attack 1, 2
    Polearm sweep 1
    Polearm action hit 1, 2

    Plus the other taunts and stuff from brawler. 

    So, that is 8 unique skills, but 15 actual abilities - 7 completely redundant. Out of those 8 skills, some were pointless too, so it was very common to only use 4 of those skills (hit 3, stun 2, area 2, sweep 1). 

    Were I to revamp the combat system, I would make each of those 15 abilities unique and useful, and put cooldowns on them. So, I'd probably go for 7 direct combat abilities (that would form your rotation), 5 situational abilities (like self-heal on long cooldown, self buff for burst damage etc) and 3 or 4 group-specific abilities (like taunts, group buffs etc). 

    In this way, you retain all the professions and character freedom, but combat becomes more involved. You need to develop and execute your rotation, but you'd have to balance combat so that situational abilities would be needed. No more running to a nest and activating an AOE macro to nuke everything, you'd actually have to target the right stuff, perform your rotation, watch out for special attacks, use your situational abilities to best effect etc. 


    Don't get me wrong, this would be a mammoth task and extremely hard to do with all professions and combinations thereof, but it would be doable and, imo, would result in a more interesting game. 
    My first leveling experience in SWG was at the Tusken Village.  It was fast fun dynamic open group leveling that was ahead of it's time.  You could level from a low level to max and get training from other players or from trainers in the nearby town as you go.  I had a lot of fun and met a lot of good players there.  Because it was such an efficient way to level that didn't take a long time it was nerfed into the ground by the devs.  

    I said that to say that systems like Tusken village and Tusken Fort could be brought back for modern day dynamic event groups like MMO's are using today.  Not to mention other present day leveling bonuses like xp potions and scrolls.  Yes SWG was a grinder but could easily be adjusted to today's standards.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Konfess said:
    @Immodium, @Sioned, @cameltosis, @Theodwulf, @waynejr2, and @Octagon7711 I also like SWG Pre-Cu/NGE, but I can’t imagine new players actually tolerating it.  It took me 7 months to level my first toon to M Creature Handler / M Carbineer playing 16 hours a week all on Naboo in Tantel armour and Hot Pants.  This was before I knew about AFK Macro Leveling (which was in game from day one).  I leveled a M TKA / M Commando in eight days (four days for each).  I did this after WoW, so my server and the grind locations were empty.

    But some players would hate the idea of macro leveling, while other would demand it or add hacks for it.  My first macros didn’t repeat and were to to mount and dismount my speeder bike. They also ran my current skill rotation, once.  My feeling is that Macros would have to stay, or they would be added as hacks and mods.

    My next question is HOW would you improve skill choice / rotations / situational abilities.  Skills were single target, AOE / multi-target (Agro), or state changing (ie. bleed, dizzy, or knock down).  The thing I didn’t like, was how each weapon targeted a different ham bar.   Pistols attacked the Health, Carbines the Action, and Rifles the Mind.  The same for melee, but I pretty much ignored them.  Not all their attacks but one special High Damage skill would.  The idea was if a hole existed in a mob’s defense, your squad could take advantage of it.  But if every character couldn’t attack the same bar, then weakness couldn’t be truly exploited.  That is how I would improve the usefulness of skills, or If one player used that  bar focused skill it would apply to the entire squad.

    So, addressing the combat stuff, I'd essentially be looking to convert SWGs skills into something more similar to LotRO. Taking pikeman as an example (my favourite profession):

    At master pikeman, you have the following pikeman abilities:

    Polearm hit 1, 2, 3
    Polearm stun 1, 2
    Polearm spin attack 1, 2
    Polearm leg hit 1, 2, 3
    Polearm area attack 1, 2
    Polearm sweep 1
    Polearm action hit 1, 2

    Plus the other taunts and stuff from brawler. 

    So, that is 8 unique skills, but 15 actual abilities - 7 completely redundant. Out of those 8 skills, some were pointless too, so it was very common to only use 4 of those skills (hit 3, stun 2, area 2, sweep 1). 

    Were I to revamp the combat system, I would make each of those 15 abilities unique and useful, and put cooldowns on them. So, I'd probably go for 7 direct combat abilities (that would form your rotation), 5 situational abilities (like self-heal on long cooldown, self buff for burst damage etc) and 3 or 4 group-specific abilities (like taunts, group buffs etc). 

    In this way, you retain all the professions and character freedom, but combat becomes more involved. You need to develop and execute your rotation, but you'd have to balance combat so that situational abilities would be needed. No more running to a nest and activating an AOE macro to nuke everything, you'd actually have to target the right stuff, perform your rotation, watch out for special attacks, use your situational abilities to best effect etc. 


    Don't get me wrong, this would be a mammoth task and extremely hard to do with all professions and combinations thereof, but it would be doable and, imo, would result in a more interesting game. 
    My first leveling experience in SWG was at the Tusken Village.  It was fast fun dynamic open group leveling that was ahead of it's time.  You could level from a low level to max and get training from other players or from trainers in the nearby town as you go.  I had a lot of fun and met a lot of good players there.  Because it was such an efficient way to level that didn't take a long time it was nerfed into the ground by the devs.  

    I said that to say that systems like Tusken village and Tusken Fort could be brought back for modern day dynamic event groups like MMO's are using today.  Not to mention other present day leveling bonuses like xp potions and scrolls.  Yes SWG was a grinder but could easily be adjusted to today's standards.
    I never really considered SWG that grindy. I mean, sure, the process of leveling was just killing mobs over and over, so in that respect it was grindy, but it wasn't that time consuming. 

    Think my first profession (TKM) took me about a month of playing maybe 6 hours a week, primarily through squill groups on tattooine, but after that first mastery it was easy. Buffs + kinetic armour = god mode, especially once you had an AOE skill. Just get buffed, put on armour then target a nest and aoe it on a macro until dead, or find a grind spot like tuskan village (I used squill caves on tatt mostly) and just run round AOEing everything. 

    But, despite not finding it grindy or that time consuming, the combat was dull. Just didn't require any thought at all outside of pvp (assuming you had a good template). Thats why I'd want to revamp skills and combat system, so that I actually have to think and react during combat. 
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • LuftwaffenLuftwaffen Member UncommonPosts: 101
    Ultima Online!
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