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Almost 2 yrs later and what?

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  • SioBabbleSioBabble Member Posts: 2,803

    The unfortunate truth, in my view, is that SWG pre-CU relied on the skill system as its content.  There were a smattering of quests, some of them broken and ignore, there were dungeons scattered about the worlds that rarely had a story reason to be there, but could have had a story reason if only they'd taken time to get the story written.

    One thing about WoW: nearly every last mob has a story reason for being where it is.  Not true with SWG.  Oh, finally, at long last with the Legacy quest, we got an explanation for the Rogue CorSecs, and their island.  But we still don't know a lot about a lot of POIs/Dungeons scattered about the worlds.  What's the story behind the Chunker Bunker on Talus?  I mean, we know why there is a crazy druid dungeon in Ashenvale in WoW; there's an actual story to it.  But the Chunker Bunker?  Your guess is as good as mine is!

    The game was released before it was ready, not only from stability, game play, and polish issues, but from content issues.  It had the skill system in place, that became the predominant content.

    Then the NGE came along and took that content away.

    And SOE and LA wondered why they lost tens of thousands of subscribers when they took away the primary content of the game...the skill system that allowed you to create your own avatar based on your playstyle.

    The content that was at the center of preNGE SWG (albeit remarkably limited by the level system of the CU) has not been restored by any stretch of the imagination.

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

    Once a denizen of Ahazi

  • TeknoBugTeknoBug Member UncommonPosts: 2,156

    The pre-cu "content" seemed to have been based heavily on the Star Wars EU, a friend of mine read alot of the EU and noticed alot of similarities in SWG back then, such as the location of Nightsisters and Singing Mountain clan and why they fought each other, there was a reason for each type of mob being where they were in the game.

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  • severiusseverius Member UncommonPosts: 1,516

    Originally posted by sookster54


    The pre-cu "content" seemed to have been based heavily on the Star Wars EU, a friend of mine read alot of the EU and noticed alot of similarities in SWG back then, such as the location of Nightsisters and Singing Mountain clan and why they fought each other, there was a reason for each type of mob being where they were in the game.
    This is actually very true.  While the game was based before the events of ESB they had a whole lot of planets to populate ones that weren't really discussed in the movies.  There were a few real Star Wars nuts that I had met during my time in SWG and the majority of things in game were taken from the EU.  Teras Kasi anyone?  There are some 30 odd years worth of novels and the like that make up the EU and, as far as I know, all of it has been ok'd by Lucas or Lucasfilm.

    However, it doesn't change the fact that the devs at SOE or the people at Lucas Arts (Smedley, Torres and their underlings to be specific) completely botched what should easily be the premier mmorpg.

  • ObraikObraik Member, Newbie CommonPosts: 7,261
    Originally posted by SioBabble


    The unfortunate truth, in my view, is that SWG pre-CU relied on the skill system as its content.  There were a smattering of quests, some of them broken and ignore, there were dungeons scattered about the worlds that rarely had a story reason to be there, but could have had a story reason if only they'd taken time to get the story written.
    One thing about WoW: nearly every last mob has a story reason for being where it is.  Not true with SWG.  Oh, finally, at long last with the Legacy quest, we got an explanation for the Rogue CorSecs, and their island.  But we still don't know a lot about a lot of POIs/Dungeons scattered about the worlds.  What's the story behind the Chunker Bunker on Talus?  I mean, we know why there is a crazy druid dungeon in Ashenvale in WoW; there's an actual story to it.  But the Chunker Bunker?  Your guess is as good as mine is!
    The game was released before it was ready, not only from stability, game play, and polish issues, but from content issues.  It had the skill system in place, that became the predominant content.
    Then the NGE came along and took that content away.
    And SOE and LA wondered why they lost tens of thousands of subscribers when they took away the primary content of the game...the skill system that allowed you to create your own avatar based on your playstyle.
    The content that was at the center of preNGE SWG (albeit remarkably limited by the level system of the CU) has not been restored by any stretch of the imagination.

    The skill system being the main source of content pre-cu was the reason I was on the way to quitting just before RoTW was announced.  I had no interest in re-grinding my character over and over - I had the template I liked but I was quickly running out of things to do with it.   I was more into PvE then I was PvP back then.

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  • xacovaxacova Member Posts: 190

    2 YEARS ALMOST and you could easily write what improvements have been made on the back of a ciggarette packet ! shamefull really.

    However if you wanted note down all the removed content and professions you will need a notepad to get started. Yet some folks seem to think the re-introduction of old content is acceptable well it is'nt and should'nt be. The game is looking a joke attempting to look like its former(pre-cu/cu) self in its more glorious days by redoing old content taken away then saying look what we have done this chapter.

    It just looks like there saying the nge is crap and it is but hey we have only wasted two years going sideways, so now we can go backwards it lke a really poor comedy.

    oh! look there goes another community manager out the door or another dev vapourized they should just conceed and open a classic server swallow the big pill and yes it might need a big glass of water, but the conflict of the nge and pre-cu direction for the game  could stop. Those that want to play pre-cu or cu could do so.  Those that like the nge could do so!   its blatant that trying to make the nge with pre-cu/ cu content is not healthy for the game its allways half assed and mish mashy.

  • SuvrocSuvroc Member Posts: 2,383

    Originally posted by Obraik


    The skill system being the main source of content pre-cu was the reason I was on the way to quitting just before RoTW was announced.  I had no interest in re-grinding my character over and over - I had the template I liked but I was quickly running out of things to do with it.   I was more into PvE then I was PvP back then.
    I don't know if I would say it was the main source of content, but certainly it could be percieved that way to some. And that's not to say it wasn't necessarily a bad thing either, as it allowed you to adapt to different situations and roles.

    Problem was, as I see it, that SOE didn't recognize that many players would have happily developed content for guilds/citizens if sufficient tools were given to guild leaders or poloticians. This would have relieved the devs limited resources to concentrate solely on addressing issues and making SWG better then it was.

  • KazaraKazara Member UncommonPosts: 1,086

    Originally posted by Suvroc


     
    Originally posted by Obraik


    The skill system being the main source of content pre-cu was the reason I was on the way to quitting just before RoTW was announced.  I had no interest in re-grinding my character over and over - I had the template I liked but I was quickly running out of things to do with it.   I was more into PvE then I was PvP back then.
    I don't know if I would say it was the main source of content, but certainly it could be percieved that way to some. And that's not to say it wasn't necessarily a bad thing either, as it allowed you to adapt to different situations and roles.

     

    Problem was, as I see it, that SOE didn't recognize that many players would have happily developed content for guilds/citizens if sufficient tools were given to guild leaders or poloticians. This would have relieved the devs limited resources to concentrate solely on addressing issues and making SWG better then it was.

    Also, the time and resources that $OE used developing unwanted revamps would have gone a long way in producing content and/or assist in creating player made content. This is not even mentioning the other instances already added, mini revamps such as chef, or the expansions that still would have been developed over the course of four years. The multiprofession skill based play was great, but also the player economy and crafting was complex enough that it kept many players challenged and busy.That represents yet another segment of the old playerbase that $OE threw away.

    The few that say the game is great now does not compare to the over 200k explayers that feel differently, not to mention the majority of current players that still prefer pre-CU.

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  • RellucRelluc Member Posts: 32

    To me, it seems like it's a VERY simple fix to the "NGE haters"/"NGE lovers" debate.  Open up at least just ONE Pre-CU server....JUST ONE!!!  Then you could see how quickly that servers population increased compared to the NGE serverS, yes, I intentionally cap'd the last S on that to show emphaticness (is that a real word?) on the plural NGE servers.

    Then if the NGE servers stayed FAR more populated than the Pre-CU server, there could not possibly be anymore discussion/hate-fest from EITHER party, and vice versa.  I guess SOE's just afraid of being shown (dramatically) that they were wrong in making the changes that no one wanted.

    Anyone have any comments? Thoughts to this? NOT flames, but actually something to say, good OR bad about this idea?  Shame SOE devs don't surf here to see this, maybe a current player could copy/paste this into the Devs board or something.

  • KazaraKazara Member UncommonPosts: 1,086

    Originally posted by Relluc


    To me, it seems like it's a VERY simple fix to the "NGE haters"/"NGE lovers" debate.  Open up at least just ONE Pre-CU server....JUST ONE!!!  Then you could see how quickly that servers population increased compared to the NGE serverS, yes, I intentionally cap'd the last S on that to show emphaticness (is that a real word?) on the plural NGE servers.
    Then if the NGE servers stayed FAR more populated than the Pre-CU server, there could not possibly be anymore discussion/hate-fest from EITHER party, and vice versa.  I guess SOE's just afraid of being shown (dramatically) that they were wrong in making the changes that no one wanted.
    Anyone have any comments? Thoughts to this? NOT flames, but actually something to say, good OR bad about this idea?  Shame SOE devs don't surf here to see this, maybe a current player could copy/paste this into the Devs board or something.

    One big reason I believe $OE does not bring on a classic server(s) is because they are afraid the NGE version of SWG would instantly collapse, confirming whaty most of us already know.

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  • RellucRelluc Member Posts: 32

    I know that's probably why they'll NEVER do it, but it's a SIMPLE thing to do just even ONE server to see if (that) all the former players are right.

    /sigh

    It'll never happen, but it would be nice, even if they did it on say, 2 month trial. After all, we wouldn't want the NGE servers to collapse beyond salvaging. LOL

  • daeandordaeandor Member UncommonPosts: 2,695

    Originally posted by Relluc


    I know that's probably why they'll NEVER do it, but it's a SIMPLE thing to do just even ONE server to see if (that) all the former players are right.
    /sigh
    It'll never happen, but it would be nice, even if they did it on say, 2 month trial. After all, we wouldn't want the NGE servers to collapse beyond salvaging. LOL
    Implementing a pre-CU server would fail.  People would come back and it wouldn't be exactly as they remembered it and they would give up soon thereafter.  NGE-ers would hop over to check it out, but return to their NGE server because they wouldn't want to regrind, refarm, etc.

     

    At this point NGE has been around longer than pre-CU and the reality is that the game is better.  The question is not if a pre-CU server would thrive, to me the question is:  Where would SWG be now if the past 2.5 years had been spent improving pre-CU instead of doing CU and NGE?

  • SuvrocSuvroc Member Posts: 2,383

    Originally posted by daeandor


     
    Implementing a pre-CU server would fail.  People would come back and it wouldn't be exactly as they remembered it and they would give up soon thereafter.  NGE-ers would hop over to check it out, but return to their NGE server because they wouldn't want to regrind, refarm, etc.
     
     
    At this point NGE has been around longer than pre-CU and the reality is that the game is better.  The question is not if a pre-CU server would thrive, to me the question is:  Where would SWG be now if the past 2.5 years had been spent improving pre-CU instead of doing CU and NGE?

    That is why I recommed using a "season ticket" idea similar to what sports teams use, and that is SOE would require a minimum amount of 1-year subs to commit to bringing it online.

    I know I would certainly commit to a 1 year contract for this, as I know I would indeed enjoy it. As a matter of fact I would welcome the idea of starting all over again as I always thought that the first 6 months was the most enjoyable period of SWG.

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    I don't think opening a classic server will change anything in the SWG debate.  For me, I don't care to ever go back even if they do open one.  It will not rewrite time and change the actions of SOE pre or post NGE. 

     

    Obriak,

    I agree 100% that pre nge the game seriously lacked content at launch and even up to both game reboots.  It was a major reason for me leaving.  That and the horrid bugs.  The dev teams was managed into making people try to focus on grinding templates to get jedi as a way to buy time to fix the game.  So much of the design teams choices helped to destroy the game. Even with all of those terrible choices and constant changes in the games direction, they still managed to put out 3 expansion packs INCLUDING the NGE with all its quests.  Fast forward 2 years and they still don't even have not added enough quests to level from 30 to 90.  The basic foundation of the game isn't even finished yet.  Once you get to 90 it sounds like the game is just about as content lacking though.  *shrug*

    I just can't accept that as appropriate management of a game. I know you are a fan of the game and I was pretty hard on you, but lets be honest and not say the dev team has added more post nge, ok?

     

    On a friendly note, how are the player run stories?  The ones where you can buy items and events from NPCs and make your own mini stories?  Did that make it in and does it work?  Do people do them often or are they not realistic to run due to cost/faction/time?  It was a brilliant concept I think and am very curious how it panned out.

     

     

  • CasualMakerCasualMaker Member UncommonPosts: 862
    Originally posted by daeandor


     
    Implementing a pre-CU server would fail.  People would come back and it wouldn't be exactly as they remembered it and they would give up soon thereafter.  NGE-ers would hop over to check it out, but return to their NGE server because they wouldn't want to regrind, refarm, etc.

    In the vanishingly unlikely event that you are correct, it would still be to SOE's advantage (if they plan to keep the game running long term) to open classic servers, for the PR value if nothing else.  IF you were correct, SOE could then point to them and say "See, whatever some people claimed, preCU failed!"  But it would not work out that way, and we all know it, really.  NGE would probably keep enough players to hold onto a couple servers, but the bulk of the old and new population would be playing preCU (hopefully with some fixes!!!)  I think you seriously overestimate the number of people who has "forgotten" what the original game was really like.

  • SuvrocSuvroc Member Posts: 2,383

    Originally posted by CasualMaker

    Originally posted by daeandor


     
    Implementing a pre-CU server would fail.  People would come back and it wouldn't be exactly as they remembered it and they would give up soon thereafter.  NGE-ers would hop over to check it out, but return to their NGE server because they wouldn't want to regrind, refarm, etc.

    In the vanishingly unlikely event that you are correct, it would still be to SOE's advantage (if they plan to keep the game running long term) to open classic servers, for the PR value if nothing else.  IF you were correct, SOE could then point to them and say "See, whatever some people claimed, preCU failed!"  But it would not work out that way, and we all know it, really.  NGE would probably keep enough players to hold onto a couple servers, but the bulk of the old and new population would be playing preCU (hopefully with some fixes!!!)  I think you seriously overestimate the number of people who has "forgotten" what the original game was really like.

    And to add to this I would be more inclined to pop into my old toons on NGE servers and, in the very unlikely but possible situation, maybe find that I do like it....

    ....but it's hard to say that with a straight face lol  :D

     

  • Devildog1Devildog1 Member Posts: 494
    Originally posted by Suvroc


     
    Originally posted by daeandor


     
    Implementing a pre-CU server would fail.  People would come back and it wouldn't be exactly as they remembered it and they would give up soon thereafter.  NGE-ers would hop over to check it out, but return to their NGE server because they wouldn't want to regrind, refarm, etc.
     
     
    At this point NGE has been around longer than pre-CU and the reality is that the game is better.  The question is not if a pre-CU server would thrive, to me the question is:  Where would SWG be now if the past 2.5 years had been spent improving pre-CU instead of doing CU and NGE?

     

    That is why I recommed using a "season ticket" idea similar to what sports teams use, and that is SOE would require a minimum amount of 1-year subs to commit to bringing it online.

    I know I would certainly commit to a 1 year contract for this, as I know I would indeed enjoy it. As a matter of fact I would welcome the idea of starting all over again as I always thought that the first 6 months was the most enjoyable period of SWG.



    QFE I'd definately re-sub for a year to go back to Pre-cu! I miss my Master Rifleman Master Ranger!

  • TeknoBugTeknoBug Member UncommonPosts: 2,156

    A classic server or two might be a wise idea, they should have adequet money to spend on this since I'm surprised with supposadly 10,000 active subs ($150,000/mo) they can maintain 25 servers of which over half of those are in the "dead" section.

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  • ObraikObraik Member, Newbie CommonPosts: 7,261
    Originally posted by Daffid011


    I don't think opening a classic server will change anything in the SWG debate.  For me, I don't care to ever go back even if they do open one.  It will not rewrite time and change the actions of SOE pre or post NGE. 
     
    Obriak,
    I agree 100% that pre nge the game seriously lacked content at launch and even up to both game reboots.  It was a major reason for me leaving.  That and the horrid bugs.  The dev teams was managed into making people try to focus on grinding templates to get jedi as a way to buy time to fix the game.  So much of the design teams choices helped to destroy the game. Even with all of those terrible choices and constant changes in the games direction, they still managed to put out 3 expansion packs INCLUDING the NGE with all its quests.  Fast forward 2 years and they still don't even have not added enough quests to level from 30 to 90.  The basic foundation of the game isn't even finished yet.  Once you get to 90 it sounds like the game is just about as content lacking though.  *shrug*
    I just can't accept that as appropriate management of a game. I know you are a fan of the game and I was pretty hard on you, but lets be honest and not say the dev team has added more post nge, ok?
     
    On a friendly note, how are the player run stories?  The ones where you can buy items and events from NPCs and make your own mini stories?  Did that make it in and does it work?  Do people do them often or are they not realistic to run due to cost/faction/time?  It was a brilliant concept I think and am very curious how it panned out.
     
     

    Yes, Storyteller went Live with Chapter 6 and seems to work rather well and has become a useful tool for events.  It allows you to purchase a whole bunch of different decoration items and NPCs that you can place out in the wild.  I'd have to see that some of the player made decorations rivals that of the Devs that have decorated various areas in the game.  I plan on using this for doing up my guilds city Halloween style, along with an event to go with it ;)

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  • sinstersinster Member Posts: 118

     

    youre tounge can't repel flavor of this magnatude!!!

  • jocsaxonjocsaxon Member Posts: 2

    i mplementing a pre cu server is NOT going to fail... just alone in the non swg devs working on pre cu servers... there are TONS of people waiting... and there is 4 teams working on it...

     

    in anycase...it would flourish...  however not so sure how nge'ers would like it since they are use to the FPS  WOWLIKE swg now..

    PRE CU swg is a sandbox... you made your cpntent.. not like now where its done for you...they needed to add more... nobody would argue that...

    but comparing pre cu to nge is like comparing a high school student to a elementary school student...

    the learning curve is much different in pre cu swg you actually needed a brain to craft anything... it had a ALL player economy... a skill system that made it different then the rest...

    i can go on and on... but for those that are defending the NGE... happy for you really but dont knock the ones who like pre cu... it was to us far better...

    and yes i did try NGE.. i didnt like it... got bored after a month.

  • SioBabbleSioBabble Member Posts: 2,803

    If the Storyteller tools had been in this game at launch, the creative players who would have provided a great deal of content would have not left the game in frustration over the run of the game.

    We had some absolutely splendid storytellers on Ahazi...one went on to be a dev at SIgil.  If they had Storyteller tools at launch, there's no telling what great things they could have done.  I was in a small RP guild on Ahazi that had a number of very creative players in it who could have created a great deal of content, if only they had those tools at hand.  As it was, they did create some events that were fairly well received.

    Alas, the Storyteller tools are way too late to save a mess of subscriptions to the game.  Besides, the unthinking, careless betrayal of the preNGE playerbase with the NGE itself created a situation that even if they did roll back, many would not return.  Once bitten, twice shy...and the SWG crew bit often, with their incessant nerfing at the behest of PvP players obsessed with the duel.

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

    Once a denizen of Ahazi

  • bLoOdYm3bLoOdYm3 Member Posts: 10

    i dont know about u guys ...but i have been playing SWG for 1 year now...(think so)...i truly believe that its one of the best mmorpg games around...it gives u a really exciting story b4 even u create ur character and it has a line to follow...

    Most rpgs are based on pvps and leveling but SWG is cooler than most of them..it offers the classic things that are needed and provides more and more staff to the lovers of Star War..

    From my point of view its a great game and worth playing...

    Anyway..cya..

  • SuvrocSuvroc Member Posts: 2,383

    Originally posted by SioBabble


    If the Storyteller tools had been in this game at launch, the creative players who would have provided a great deal of content would have not left the game in frustration over the run of the game.
    We had some absolutely splendid storytellers on Ahazi...one went on to be a dev at SIgil.  If they had Storyteller tools at launch, there's no telling what great things they could have done.  I was in a small RP guild on Ahazi that had a number of very creative players in it who could have created a great deal of content, if only they had those tools at hand.  As it was, they did create some events that were fairly well received.
    Alas, the Storyteller tools are way too late to save a mess of subscriptions to the game.  Besides, the unthinking, careless betrayal of the preNGE playerbase with the NGE itself created a situation that even if they did roll back, many would not return.  Once bitten, twice shy...and the SWG crew bit often, with their incessant nerfing at the behest of PvP players obsessed with the duel.
    Oh I agree whole-heartedly!

    I think pre-CU was conducive to the type of player who would take full advantage of something like this. It simply appealed to the type of player that wanted to contribute to a community, and someone who had the patience to create a well thought out and intriguing story or quest.

     

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    Originally posted by bLoOdYm3


    i dont know about u guys ...but i have been playing SWG for 1 year now...(think so)...i truly believe that its one of the best mmorpg games around...it gives u a really exciting story b4 even u create ur character and it has a line to follow...
    Most rpgs are based on pvps and leveling but SWG is cooler than most of them..it offers the classic things that are needed and provides more and more staff to the lovers of Star War..
    From my point of view its a great game and worth playing...
    Anyway..cya..
    SWG isn't based on PvP and leveling?

    I'm glad you love all things star wars and missed out on some of the uglier times in the game.  Not knowing can sometimes be a blessing.

  • TeknoBugTeknoBug Member UncommonPosts: 2,156


    Originally posted by bLoOdYm3
    i dont know about u guys ...but i have been playing SWG for 1 year now...(think so)...i truly believe that its one of the best mmorpg games around...it gives u a really exciting story b4 even u create ur character and it has a line to follow...
    Most rpgs are based on pvps and leveling but SWG is cooler than most of them..it offers the classic things that are needed and provides more and more staff to the lovers of Star War..
    From my point of view its a great game and worth playing...
    Anyway..cya..image
    LOL that's like saying WoW isn't based on questing. Most RPGs are NOT based on PvP, as a matter of fact most MMORPGs on initial live release has no ability to PvP or duel until popular demand or until devs are ready to code it in. City of heroes went a year without any kind of PvP, WoW went at least a few months without it, EQ/EQ2 for several years. SWG had PvP in mind from the start because of the galactic civil war and the bounty hunting (well it was only restricted to Jedi at first) but PvP was completely optional, but in the NGE Restuss and other GCW parts of the game is half of the game's content and even non-PvPers will get involved with PvP.


    As for the story after character creation, I kind of liked the combat upgrade's version better. I wish there was still a clip of it on Youtube or something.

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