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"The NGE was needed to save the game": questioning the logic

ArcAngel3ArcAngel3 Member Posts: 2,931

When the NGE came out in 11/05 we already know that it cost people months or years worth of progress, their favourite professions, abilities animations, items, pets, and activities like camping.  Post after post has chronicled those losses, and they're not disputed.

We also know that players bought an expansion to enjoy items and features that had already been scheduled for deletion.

What I'd like to add to these serious problems related to the NGE, is that it was filled with game-breaking bugs.

When the NGE came out , we were told to give it 6 months to get debugged.  After  10 months a Senator on the SWG forums posted a list of bugs and issues that still had not been addressed.  The list is 17 pages long in Word format.  It highlights new bugs introduced by the NGE AND older bugs that people wanted fixed, but the NGE just left them in--instead of fixing these problems, the NGE just added more.

In case you're interested.  Here is a copy of the Senator's list of bugs and issues 10 months after the introduction of the NGE.  Read it if you like, or skip it because it's just so long.  My point is that it is completely irrational to state that "the NGE was needed to save the game."

It's irrational to try to save a game by removing things people enjoy, by removing player progress, by misleading players, and by providing a service with this many known bugs and issues:

Bugs

Group members need to bring up the radial menu on instance entrances to ensure that they receive an invite to the instance.

When entering HK-47 instance, group members are sometimes not visable, logging out to the character select screen and back in again resolves this.

The Most Eisley New Player Experience Quest for Entertainers cannot be completed.

Turning off the electric field on the Corellian Corvette does prevent the effects of the electric field.

The old new player quest given by Trehla Keeb at waypoint 3483 -4807 Mos Eisley Tatooine cannot be completed or deleted from Quest Journal.

Fate of the Galaxy III : Lord Vartonis will continue attacking players after becoming invulnerable.

Issues

Some quest rewards like the Trandoshan Suppressor Pistol (Spy Only) have profession restrictions on them that lead to players receving items as quest rewards that they cannot use.

Many quests and theme parks in SWG do not appear in the Quest Journal and give inappropriate rewards.



Combat Specific

Bugs

NPC's and Players can hide within walls and other terrain and not be attackable while attacking players.

Special moves still seem to go into cooldown and play the assigned animation but do not execute the effect of the special move when holding down the primary attack button. Occurs a lot less frequently than pre publish 29, but healing with heavy weapons equipped seems to cause the most occurances.

Players report that they are unable to recover from incapactiation after using a Health Focus Crystal Buff unless healed by a medic's area heal.

Players can sometimes find themselves stuck in combat, also known as "combat loitering".

Cannot loot corpses via clicking the corpse or using the radial menu when in combat, players must use the /loot command.

Cannot loot corpses at all when grouped all if group leader is out of range.

Issues

If you attempt to hit a mob that is not in Line of Sight and get +Can't See Target+ the mob charges you(enables single pull).

Mobs currently do not display armour values.

Client/Server syncronisation issues mean that the actual location of a Mob can be misreported on the client.

Sometimes when a player is killed their character will keep running until they hit an obstacle, which they will continue to run into.

With modal chat on, if you press enter to enter chat while in combat while you have the primary attack button held down, typing anything in chat will stop you from attacking. You will need to release the primary attack and press it again to attack.

Initiating combat by attacking a valid target that you do not have line of sight of puts the player into combat.

MOb corpses on Mustafar that carry loot (certain droids in the HK-47 for instance) disappear too quickly and players are unable to loot them in time.

MObs can become trapped in terrain when they spawn.

Some special moves are restricted from being performed with a melee weapon equipped or if the player is unarmed.

Unable to shoot through friendly targets at valid targets.

User interface

Bugs

Datapad, inventory - clicking on "change view" doesn't always switch the view, you need to reopen the window to change the view.

Chase camera mode and Mouse Mode are reset every time you travel.

Planet Destination window is not closed when you move out of range of it.

There is no UI window for stomache filling.

Under Options/Interface, the option "Enable Windows Key in Full Screen Mode" unchecks itself every time SWG is restarted. Specular Terrain Lighting also seems to turn itself back on.

Mouse Cursor sometimes jumps to upper left or right corner after closing/opening menus (i.e. harvestor menus)

Many Icons are missing from the create macro window. These are available if you maunally edit the macro.txt file.

On the Space HUD, the target position indicator on the edge of the screen and in front of the target isn't bright enough and one has to often look for it before finding it.

Dathomir "planet" appears next to Kashyyyk on the Planet destination maps.

Enabling the "Clicking nothing untargets" option under controls does not allow you to click nothing to untarget.

Players that obtain both the Narmlee and Nashal racing badges will have a gap in their Badge list when they are examined.

Distances to waypoints are often reported incorrectly on the waypoint monitor.

Distances and directions to group members are reported from the perspective of the players character on the group window, rather than the perspective of the camera position.

On a harvester menu, when a resource shifts and you open the operational menu and select a new resource and you can't turn the harvester ON without closing and opening again the Operational window again.

Using /findfriend when mounted on a vehicle creates a waypoint to an incorrect location.

Health Focus Crystals and Grenades cannot be used from the toolbar.

User created macros dragged to the toolbar are lost on login.

Activating a POI waypoint and then travelling via shuttle does not update the waypoints distance to the POI.

Players travelling to Talus, Naboo, or Corellia receive a new waypoint on the waypoint monitor for the planet's PvP Base each time they travel to the same planet and previous automatically created waypoints are not deactivated.

Performing a search of the knowledge base prior to submitting a CSR ticket can result in the search hanging at "Searching for matching articles..." and the player unable to submit a ticket.

Issues

The Friends list does not indicate what server the friend is on if they are on another server. Also, if you have players of the same name on different servers in your friendslist, there would only be a single entry on your friends list. The system message of online/offline notification does report which server the friend is on, so the information is there.

Friends list can not be copied to different characters.

Opening a shuttle terminal in a player city brings you to the planet map first. Not necessary.

The old Jedi User Interface colors (Force_Jedi, Force_Consular, Force_Sith, Force_Lightning) can't be accessed anymore.

There is no way to kick a link dead group member from a group.

Pilots would like an option to change the colour of the target reticle in space.

Players would like an option to enable pre publish 29 style targetting instead of using looping /target macros.

Planetary maps show wrong npc city names, Smuggler Outpost on Endor is called Trade Outpost.

When attempting to enter an instance when grouped, no lockout timer is show, it only shows a window stating who is locked out. That popup window should also include the lockout time for each member.

Junk dealer window does not list items in the players inventory the correct order if items are manually sorted.

Deselecting "Only show waypoints on current planet" on the waypoint window under datapad does not refresh the displayed waypoints.

Players feel that there is insufficient space for pets, ships, droids and waypoints in the datapad.

It is possible to sell bio-linked items to the Junk Dealer, when selling bio-linked items stored in a backpack in the players inventory, the system message indicates that you sold the backpack.

Settings are not saved when Expanding or Collapsing grouped quests in the Quest Journal.

Inventory window size resets to default on login.

Character names of players that are closer to your point of view than other players can be obscured by character names of players that are further away.

All UI windows close after travelling or relogging.

If a player has over a thousand mails it can result in client lock up.

World

Bugs

When entering Mensix Mining Facility on Mustafar from the Shuttleport characters often find themselves in limbo after going through the door and have to /unstick.

Players on various galaxies experience server lag on Talus since Publish 2.

Character Level Of Detail models on bandfill instrument are incorrect: Highest and second-to-highest level of detail model are switched.

Sometimes the change to a players appearence when changing clothing or armour does not update on other players clients.

When you attempt to sit on a piece of furniture, if you're a bit too far away, then your avatar will sit, but balanced precariously on the edge of whatever it is that you're sitting on.

Characters receive the level up animation when travelling via shuttle.

When Landing at the Endor Research Outpost, from space, a character will be outside the outpost, hanging in the air(instead of next to the starport door).

Issues

The Lava at the Volcano Mount Chaolt on Lok doesn't do any lava damage, looks and feels different than the lava on Mustafar.

Many famous NPCs from the Star Wars Expanded Universe look completely different than they are depicted and described in novels, comics and other official sources (Thracken Sal Solo in Coronet looks like a Fat Punk instead of an older version of Han Solo, for example).

Structures that have been condemned remain in the game world indefinitely once they have been condemned.

Faction NPC "Crackdowns" in City Cantinas are considered a nusiance by players as the frequency of these shakedowns is too high and the amount of text they speak in spatial disrupts player conversations.

Game Engine/Technical

Bugs

Mustafarian Lava looks blocky on Nvidia GeForce 6xxx and 7xxx Series of videocards when pixel shader higher than 1.1 is enabled.

Full Scene Anti Aliasing does not work when post processing effects are enabled.

Issues

SWG only uses up to 750MB of the System RAM, even though it could profit by using much more in systems with 2GB of system RAM or more.

Force Feedback effects are too strong for some joysticks yet they can't be adjusted in launchpad or in-game.

Volumetric Shadows are always rendered for all objects in sight and thus cause massive slowdowns. An option to set maximum shadows on the screen at once would help.

No Shader Model 3.0 support.

There is no 64-bit executable for Star Wars Galaxies to be used in the x64 versions of Windows XP Professional and Vista.

EAX 5.0 and X-RAM is not supported for Creative X-Fi series of sound cards.

The game doesn't support more than four mouse buttons for the multi button models. Support for eight mouse buttons or more would be great.

There is no proper Joystick/gamepad/steering wheel support for the ground game.

Chat

Bugs

It is currently not possible to join chat rooms on other servers, you can do this from EQ2 but not within SWG.

Changes to chat channel settings are lost at server restart.

Issues

Publish 25 removed the Planet and Auction channels that used to be default, it is important that these appear as default on all users chat panes to make them useful. These were very good tools for the community and would be good to have these back.

Loot/Item

Bugs

DE-10 Barrels don't seem to be dropping in the Deathwatch Bunker.

Several of the schematics that come out of the Chu-Gon Dar Cube have bugged names, i.e. "som/som item:[old-republic-tech-01]".

Peko Peko Albatross drops feathers with no Stats, but they stats are seen when crafting with them.

No confirmed dynamic spawns of Giant Dune Kimogilas.

The Lair Crystal from the final battle with Lord Vartonis effects pre publish 25 stats only.

Duration on the Mustafarian Distance Globe buff is permanent, only removed by logout or death.

Synaptic Stimulation Collar buff does not effect post publish 25 stats.

Guardian Lightning Cannon has 155 elemental damage instead of 15, intended?

Nightsister Energy Lance Schematic - does not drop as loot, nor do the motors required to craft it.

Schematic: Crafter's Apron (Medical, Architect, Chef and Clothing) - no longer available (Old Jabbas Themepark reward), also has pre publish 25 skill mods

Shisa Draft Schematic - does not drop.

Clothing with Camoflage stats on no longer drops as loot from any MObs.

The description on Rebreathers do not provide information as to whether or not they have been augmented with an enhanced filter.

Most loot from N-K "Necrosis" still has pre publish 25 statistic modifiers on it.

Certain Bosses on Mustafar (eg Colonel Narl, Factory Guardian and Storm Lord) sometimes have no loot at all on their corpse when killed but players do not receive a "There is nothing valuable.." system message and cannot open a loot window for that corpse.

Bio-Capacitance Discharge Bracer no longer executes any proc effect.

Issues

Magseal containers and piles of bones have no loot assigned, any ETA for that?

A focused Crystal (health) has an item dependant cooldown, this means multiple crystals can be used one after the other.

Not all of the potentially available stims are assigned to any loot tables, for instance, we've not seen any CL80 certified Lucky Artifacts.

Players often accidentally sell important items to Junk dealers when selling fence loot.

Acklay, Gorax and Axva Min drop no loot

Armour and Weapon enhancers are no longer dropping, like Nightsister Shards, Krayt Tissues etc.

Looted BH Chest plate and Leggings are male only now (Error-Message: There is a gender/species restriction)/ The rest of the Looted BH armor parts can be worn, but are invisible.

Axva Min only spawns at server reset.

Vehicles/Mounts

Bugs

When attempting to mount a Jetpack while moving players receive a system message "You cannot call a vehicle while moving".

Issues

When a Jetpack is called, it floats up high first and then the player auto-mounts it after a few seconds. Players would prefer it if it was mounted right away while the player was on the ground and the player floats up with the Jetpack on.

The legs of players mounted on Jetpacks clip terrain on steep slopes.

Droids/Pets

Bugs

Protocol droids can not be recolored with a droid customization kit.

Protocol, LE Repair and Medical droids cannot be renamed.

Droid Commands like "guard" and "befriend" have no effect.

The Ranged/Melee toggle for combat droids is not functional.

On occasion, when a droid is called to fight multiple opponents, it will return to the spot of the original kill after each other kill. The droid has to be told to attack another opponent or to return to you.

Issues

Planetary survey droid is not considered useful

A Droids Medical Rating has no effect.

Droids can not be redeeded.

There is no way to repair a droid's "Vitality". Bio Engineer's Pet Vitality packs used to work, but it has been reported that they no longer do.

Cannot call droids or pets inside structures.

Numbers cannot be used in Droid names.

Player Races

Bugs

Issues

Jedi Twi'leks are unable to wear any armoured headwear.

Due to clothing and armour restrictions, Wookies are unable to boost their stats as high as non Wookiees.

Profession (General)

All Professions (General)



Bugs

Issues

Animations are missing for all profession specials. (scheduled for chapter 4)

Third Profession quest not implemented.

Deathblow animations for all weapons except unarmed are missing. (scheduled for chapter 4)

Smuggler

Bugs

Cone of Effect with Panic Shot/Cover Fire/Kneecap Shot and Combat Reflexes/Multi-Target Shot/Fan Shot does not function correctly if fired at a target that is over 35m away, even if you ensure that the targets are all within 35m, viable targets within the cone AoE are often not damaged.

Concussion shot/Stagger Shot/Jolting Blow does not prevent the target taking any action as indicated on the icon the target receives but does snare the target. The snare will break if the target takes DoT damage and the target receives a 30 second "Rage" buff which grants immunity to Daze effects, of which there are none post publish 25.

Shisa Draft Schematics require non existant skill "Delinquency IV : Banned". New Shisa Draft Schematics don't seem to be dropping as loot if this has already been fixed for new schematics. (fixed in publish 29 but still does not drop as loot)

Issues

Smugglers would like the "understand languages" ability reimplemented, currently the use of which references a pre-publish 25 Smuggler skill.

Smugglers need a new way to supply spice other than crafting.

The range on Camouflage Ally needs to be extended to 15m.

Jedi

Bugs

Mind Trick and Cloud Minds aggros all MOBs/NPCs in the area that have not previously held aggro on the Jedi, which makes the ability useless, as it breaks aggro of your attackers, but gains aggro from the ones that have not attacked you before in turn.

Mind trick and Force Cloak suffer from client/server sync issues where the player must not be moving to execute the special. Players are deemed to be moving even when standing still for anything up to 15 seconds.

Sense danger doesn't seem to work at all or it's effect radius is too low.

If you have a lava crystal in a hilt and change it to a different colour crystal, the blade will be always red. The elemental effects seem to be ok. Re-logging corrects the blade color display issue.

Issues

The stronger snare of Force Choke doesn't override the weaker, yet longer lasting Force Lightning. Jedi need the 30m snare of Force Lightning to close the combat gap, but then find themselves unable to use the more powerful snare of Force Choke once they are within 10m to keep the opponent at bay.

The Mind Trick and Force Cloak abilities use the same icon despite being on different cooldown. timers; a unique icon for each independent cooldown timer would be better

The area version of Mind Trick, Cloud Minds requires a target to fire.

The damage of Force Throw is too low. It should be at least as much as a normal hit with the same weapon (a hit is a hit, no matter if thrown or not).

The snare effect of Force Throw becomes redundant when the player can use Force Lightning.

There is no way to switch from a stance to a focus on the fly, the first activation will enable the focus/stance. The next one will switch it off. The third press of any stance/focus will enable it. It would be more convenient if a stance/focus would directly overwrite one another instead.

The system messages for the sense danger abilities are very un-Jedi-like. For example, when the check is unsucessful, you get a system message "Your keen eye failed to detect any camouflage in the area.". This is not appropriate for a Jedi ability as a Jedi doesn't use her/his eyes but the Force to "sense danger".

Jedi can't wear backpacks and bandoliers with their Jedi robes, which gates them from 50 additional item storage units. Adding 50 item storage to the Jedi level reward Belt of the Force Sensitive and other belts has been suggested.

Elder Jedi can't wear headwear and helmets with Elder Jedi Arbiter Robes and Elder Jedi Oppressor Robes.

Pre Publish 25 FRS Jedi would like to display Elder FRS titles, like Elder Jedi Knight.

Entertainer

Bugs

If you dance or play music while being inspired, the inspiration will not stick.

If grouped with an instrument ready but not playing, avatar will respond to another group member's "/changeband" you cannot flourish or respond to /bandflourish, you do not gain ANY XP for performing and you will not respond to /stopband.

With a dancer or musician performing in a in clone center, when a combatant dies, clones and starts /watching or /listening to the entertainer, if the Combatant does not stop watching or listening but moves away and dies, clones again they are instantly healed without having to /watch or /listen.

The Peiyi dance and Calypso song from Mustafar may be obtained by Entertainers at Box 1 Phase 1. Prior to Pub 28 one had to wait until after gaining the skill equivalency of Pre-NGE Novice Musician or Dancer boxes (basically what would be Phase 2, Boxes 2 & 3 now). Is this intended?

Issues

Master Entertainers are getting "level up" animations randomly.

Cloning Sickness can be healed by an AFK entertainer.

Certain (static) instruments are not playable like the Nalargon & Ommni Box on the Lucky Despot Stage, Mos Eisley, Tatooine.

Medic

Bugs

Medics cannot target player corpses to resurrect players with target lock toggled on as player corpses are not full targets. The only way to resurrect a corpse is to turn off target lock and place the targetting cursor over the corpse and use resurrect.

Cannot perform beneficial actions (Nutrient Injection and HoT) on "On Leave" players of another faction or neutrals if factioned, even if you are "On Leave".

Area Revive requires a dead player target to execute (possibly intended to avoid unintenional firing). This should fire without a target.

Issues

Medics don't receive a self heal until cl82, until then they rely on area heal, which if used in the vicinity of other players in PvE will cause large amounts of aggro/hate towards the medic from mobs. There needs to be lower level versions of the self heal in the skill wheel.

It is felt that the one hour cooldown timer on Area Revive is too long, half an hour would be more in line with the new fast paced combat.

Medics would like a duration timer on the Heal over Time buff icon.

Officer

Bugs

Area of effect specials do not effect tagets that are not in Line of sight but within the area of effect radius.

Artillery Strike and Orbital Strike ranges are not correct when using certain weapons (e.g. melee, unarmed). Range should be 45m regardless of equipped weapon.

Range often reports incorrectly versus very large creatures (e.g. Sher Kar) causing grenades to give an out of range message and trigger their recycle timer without actually throwing.

Issues

Supply drop is not considered useful.

The delay timer on Grenade specials, from the time that you execute the special to the time that the grenade explodes is considered unecessary.

Pilot

Bugs

When boosters Level 5 and over are activated on POBs and the B-Wing, immediately following when the booster runs out of energy, the POB ship comes to a dead halt and rubberbands back 300m in space, also, when the booster is activated, the up an down keys are reversed on the ships controls.

Unable to /move up or /move down certain items in certain rooms on YT-2400 ships.

Bugged weapon types in certain weapon slots on certain chassis

Asteroids and Disabled Ships on the edge of space cannot be destroyed

Attempting to dock with a ship when the docking maneuver will put your ship in a position where it is forced by the maneuver to or past the edge of the space zone or an asteroid will bug your ship and locks you into docking mode, the only way out is to self destruct.

For Neutral Pilots, entering Deep Space requires that one choose a side in the GCW. Until the ship used for this trip is redeeded or the ship enters Deep Space on the opposite side, it is permanently flagged as that faction in Kessel Space

Starship Components stored in the loot box of a POB ship show in the component management window of ships(and are not accessible from the window).

Droid Commands Not Properly Resetting - Using certain droid commands where power demands outweigh the available energy for the ship can bug a ship

Leaving Deep Space should reset all droid commands, but instead resets random commands

If a Corvette in Kessel Space is destroyed, but any part of it's escort craft remain(fighters or gunboats), the escort craft continue on to the point where the corvette would have jumped out of the system, but remain at the spot until destroyed.

Ordinance still cannot be loaded into POB launchers in-flight

Weapons 6 and 7 on Corvettes do not fire.

Weapon 6 on "Ye-4 Gunship"-style gunboats only reacts to a very narrow fire arc.

On the "Assault Gunboat"-style gunboats :



* Weapon 0 functions normally, it is on the topside of the front of the ship, and fires at targets if they both ahead of the ship and above the ship.

* Weapon 1, which hangs under the nose of the ship, fires at targets ABOVE the ship at any angle(when it should be limited to targets UNDER the ship, which it does NOT fire at).

* Weapon 2, which hangs under the engine, fires at targets ABOVE the ship at any angle(when it should be limited to targets UNDER the ship, which it does NOT fire at).

* Weapon 3 has no mount and does not fire. It should be removed from the craft.

Spawn rates in Kessel system are too high, Asteroids in Kessel respawn on top of one another, Freedom Station respawns too quickly after being destroyed.

The Master Box of Pilot states that 7.5 million XP is required to become a master pilot, which is not true.

Tier 3 skills do not require XP, and advancement is mission-based only; yet all 4 Tier 3 boxes state that 200k XP is required for them (and the first Tier 3 box caps XP at 200k). The 200k numbers should be removed, and the cap should be raised to 1 million XP after the last Tier 2 box is trained and held there until the First Tier 4 box is trained.

The First Tier 1 box does not require XP, but states an XP requirement. The number should be removed from this box.

Several Engine Graphics mixups with Publish 2.3 (which reportedly on TC attempted to fix the YT-2400 engine graphics and failed, but somehow manage to jumble the looks of engines on live, on all chassis).

When flying the Y-8 Mining Ship, if the throttle is below a certain point, the weapons will be useless.

Issues

Too many L1-L5 components dropping as loot from Tier 5 targets, etc. Was once fixed, but seems to have gradually slipped back to pre-fix standards.

Pre-NGE Smuggler Components are Still Dropping as Loot from Starships: Reactive Micro Plating and Illegal Core Booster

Most of the time, when the quest involves one fleet vs. another(like the RSF vs. Black Sun in the final leg of the RSF exit mission), the..."allied" fleet sits where they jumped in until they're directly attacked by stray fire

All NPC Y-wings have a turret, yet none of their turrets fire.

NPC "missle boats" (TIE Bomber and Oppressor, Y-Wing, etc.) will launch missles from 750-800m away, which is a greater distance than a player missle launcher can lock on, or their guns can shoot.

Players take no damage from missles fired at them from NPCs ships that are destroyed before the missile hits.

Pilots need a way to view the modified component stats when we are using droid commands.

The sound for the KSE Firespray from the pilot's point of view is far too quiet.

Turret weapon flash too blinding at close range on certain weapon effects.

It is felt that ships introduced with ROTW are not balanced in line with JTL ships.

Commando

Bugs

Cannot fire a heavy weapon with an unattackable target under the target reticle.

Directly targetting a target with a flamethrower results in surrounding targets not being hit with the AoE damage unless you aim away from the target and fire into open space.

Excessive Force and Full Auto Area cannot be used with melee weapons.

The Sound effects on commando grenades/mines are either non-existant or are need of a boost.

When a heavy weapon is equiped, you run and point it as if you're in combat.

For Ground-target heavy weapons: While attempting to shoot at either a seaborne or airborne target, and that target is within your AoE blast, you do not damage said target unless if you mouse-over the target.

Flamethrowers do not seem to produce devastation shots.

Heals/Plasma Mine/E-mag mine fail to discharge when using a Heavy Weapon.

Auto Aim can sometimes be toggled off when switcing heavy weapons.

Issues

Flamethrower AoE Angle is too narrow to the point where its use is diminished in melee range, despite a very short weapon range.

The Fire DoT on the Flamethrowers are weak compared to that of the ground-target heavy weapons. (ie CL88 Heavy Republic Flamer has 10x 75ish damage ticks while a CL88 Lava Cannon has 10x 300ish damage ticks).

Heavy Weapons cannot "fire through friendlies" when in a group, and will stop firing if you mouse-over a groupmate (much like commando bug #1).

Commandos have melee combat listed as a skill, yet neither the Excessive force or Full auto special trees can be used with melee weapons - intended or no?

The commando profession icon currently looks like a ronto and is a hold-over from the old icon for a pet. It is not true to the commando profession.

Players trying to switch to another weapon while using a Heavy Weapon fail to do so.

Unlike the Cyroban/Glop grenade lines, the Thermal Detonator grenade special line is just damage and not a whole lot of it. A damage increase + a DoT, or another state attack (ie a root like how it was originally) would make this special more useful.

Bounty Hunter

Bugs

NPC marks spawn in unattackable locations, such as buildings and rocks and trees.

NPC marks sometimes spawn as a white unattackable target.

Issues

The effect of the "Razor Net/Spike Trap/Razor Wire" line of specials is now longer than the special moves cooldown and can be used continuously. This renders the "Web Bomb/Tangle Bomb/Mancatcher" line of specials redundant.

It is possible for three bounty hunters to deliberately take the same player mission from a bounty hunter terminal because the payout amounts are identical.

Combat animations for Bounty Hunter specials seem to be missing, specifically Scorch.

Certain special moves cannot be used with melee weapons.

Seeker and arakyd Bounty hunter droids simply vanish instantly when they are sent tracking a mark. They used to fly off into the sky.

Spy

Bugs

Spies have been searched by Faction NPCs while stealthed. Faction holo-emotes appear above stealthed Spies when they kill an opposing faction player. DoT attacks continue to tick on stealthed Spies. Stealthed Spies hit with heavy weapons with a PSG equipped will have their location revealed by the PSG shield animation.

PvP traps can be placed as a Combatant (though they don't affect opposing faction players unless flagging SF).

The Spies equipped weapon is thrown when using Flashbang special.

Issues

Clothing with Camoflage stats on no longer drops as loot from any MObs.

Cooldown activates when /steal fails due to being out of range.

PvE traps are difficult to use. There is no way to keep track of which trap remote goes with which trap once placed, and once placed you have to open your inventory to find the remote to use it.

NPC's count as witnesses to a stealth attempt even when not in Line of Sight.

Spies cannot use their traps in NPC cities which makes combat difficult in urban areas.5]

Trader (General)

Bugs

Experimentation, Assembly and Customisation SEA's either no longer drop or are too rare.

Can't call crafting droids inside houses.

Crafting stations aren't working after house packup.

When a schematic is loaded in a factory, you can't see how many uses are left on it.

Issues

Loot drops are too good. Loot is better than crafted.

The different Mandalorian Armor parts all use different palettes that are partially dependent on the profession's customization skillmod and partially independent of it, which makes it insanely hard to get the colors for a full suit of Mandalorian Armor matched up for the customer. An option to recolor Armor after crafting in the full palette for both colors would be helpful.

Severe lack of quest based character advancement granting Crafting XP.

Trader (Munitions)

Bugs

Resource cap bug - this is a reversion of the change to how caps on stuff like conductivity for iron is handled

Post publish 26, the regen rate on PSG has been cut down to 1/4 of previous.

Armor layer stats do not update while crafting.

Schematics without anything to put them in (scopes and stocks)

Standard components can be used when a schematic calls for advanced ones.

Crafted grenades do *not* have their respective DoTs or Debuffs as described on the grenade itself.

Issues

Health enhancers are not currently dropping.

Necessary weapon component loot drops are not dropping. - These include: geonosian cubes, geonosian schematic drops (sword cores, reinforcement cores, and sonic blasters), DE-10 barrels, and berserker rifle stabilization units.

Armor Health enhancers aren't good enough. Not as useful as loot armor stats

Advanced weapon schematics are still listed as schematics but are unneded. Make them viable and useful again.

No functional weapon enhancers (e.g. krayt tissues) and existing items weren't converted to anything useful.

Trader (Engineering)

Bugs

Droid Creature Harvesting Module, Droid Structure Maintenance Module, Droid Scout Trap Projectile Module, Droid Medical Module and Droid Armor Module have no effect on crafted droids.

Use of any of the Droid Crafting Station Modules does not require the droid to be in a powered state. Even when the droid is in a Low Power state, the Crafting stations can still be used.

Currently, a droid cannot be called inside a player-owned structure (either public or private).

Issues

No schematic available for "All Purpose Repair Kit"

Using multiple Droid Combat Modules to increase a droid's combat performance no longer works. One combat module will max out a droid's damage output.

Stimpacks are not a craftable anymore, making the Droid Stimpack Dispenser Module usable only for those who have leftover Stimpack A's, also this module has an extremely limited use due to the slow delivery time. A Player can use stimpack A's faster than a droid can deliver them.

At one health point per AR rating every ten seconds, the Droid Auto-Repair Module is not very useful for a droid in combat.

Post publish 25, the damage that Droid Detonation Modules are capable of dealing is minimal. An increase in damage output is necessary to make bomb droids viable again, also the rating system used for determining damage output is complex and confusing. This needs to be simplified.

Droids with personality chips simply don't talk enough, or need an on/off switch.

Since droids no longer take wounds, and health is healed up after combat at a very high rate, the Droid Repair Module is not very useful.

The amount of storage space that a Droid Data Module has should be displayed on the deed and datapad entry, along with the Pilot Cert Level if applicable, use of the Droid Data Module does not require the droid to be in a powered state.

The amount of storage space that the Droid Item Storage Module has should be displayed on the deed and datapad entry.

Installation of a Droid Merchant Barker Module should include a listing on the droid deed that states the profession prerequisite.

Installation of a Droid Playback Module should include a listing on the droid deed that states the profession prerequisite.

Droid Chassis - Protocol can not be colored during the creation process. So if a customer wants a non-gold protocol droid for decoration a complete droid must be crafted, running the risk that the droid may be "readied" and thus unusable as a decoration.

Trader (Domestic Goods)

Bugs

Tailor color palettes UI windows cannot be resized/reorganized properly during the final crafting stage.

The leather palette is missing the final color.

The Two-Strap Bandolier has a (potentially) broken color palette.

The artwork and description for the Cloak (Hood Up) is incorrect while previewing available items using a crafting tool.

Color palette for the Rank Sash is missing.

The fourth color customization palette is missing for the Reinforced Pullover.

The first customization palette for the Simple Waist Wrap is non-functional.

The colorization of Dress Shoes does not have the proper affect on the finished item.

Certain boots have incorrect palettes assigned.

Wookiee Smocks are listed in the incorrect category in the crafting tool and the bazaar as "Robes" rather than as "Wookiee Wear".

Wookiee vendors will only wear items that are in the "Wookiee Wear" category.

The Extremely Revealing Skirt has clipping issues when worn by player characters.

Not all Tailor items produce sockets when crafted.

Barrels do not give the correct multiplier to a drink's stack size.

Issues

There are currently no options available to put into the optional crafting slot previously filled by Bio-Engineered tissues.

Equipped belts do not sit properly on the character.

There are Bazaar categories for Eyewear and Capes even though there are no currently available items that can be crafted or looted that fall into this category. (Rebreathers go in the Eyewear category)

Certain combinations of clothing items cannot be worn together.

Ithorian headgear moves when viewed in the "Examine" window or when placed in a house.

Crafted bandoliers do not have item storage.

Smuggler's Delight has a diminishing use as non-renewable pre-NGE spices are removed from the game.

Rancor Aid effects pre-publish 25 snares only.

Veghash currently provides a bonus to "Creature Harvesting", a pre-NGE scout skill

Trader (Structures)

Bugs

Bestine museum paintings broken on some servers.

Resource stat cap equation reverted to old system so 1000 is treated as max for some resources that are capped lower e.g. conductivity for steel.

Droid brain upgrades don't scale with their level a mark I is as good as a mark V

When selling things out of a backpack and then dropping the backpack it's impossible to get back to the top level inventory.

Mustafar throwpillows from Cube need a working fix in live servers. Both new and old schematics.

Issues

No visible indicator for Assembly skill level

No visible indicator for stomach fill rating

Return the All purpose ship repair tool. We'd perfer it be a SW item since its a ship repair tool.

We need some missions / quests to get decent crafter xp. For new players theres virtually no content as a Trader and only effective way to level up is to grind 1000's of items repetitively.

The Profession progression rewards are non functional or not crafting related. Please give us rewards that work and are meaningful to crafting.

No CA's dropping so new Traders have no feasible way to get +2 experiment pts

Restocking items on the player vendors is cumbersome and this system very much needs improvement.

Installations I is before Buildings I, but the factories you get in Installations require a subpart (structure storage module) that you get in Buildings. Buildings I should be before Installations I so you get the part before the factory.

Numbers Cannot Be Used When Naming Reverse Engineered Starship Components

Too Many "Reserved" names when naming Reverse Engineered Starship Components.

Politician/PA's/Cities

Bugs

The text for starting a Player City is bugged. The initial placing windows and e-mails still state that it requires 10 citizens to start and maintain a Player City. This was changed to 5. It's causing quite a bit of confusion for Mayors that are just starting out.

Sales Tax levied in a Player City does not add into Merchant item listings nor does any money go into the City Treasury from sales.

City Maintenance Terminal only offers "Examine" option to anyone who is not the Mayor after use for approximately 1 minute.

A player that used to be a citizen of a Player City can still show up on the citizen list of that Player City even though they have no structures or residence inside that city.

New citizens have their votes automatically cast for the incumbent mayor rather than to "Abstain", even if the incumbent mayor is not registered for the election.

A player can be a citizen of more than one Player City at a time even though they are only supposed to be allowed one residence.

Player City mission terminals are giving out missions of an incorrect level for a player's combat level.

Income Tax is only collected once a week from citizens when they login; if they do not log in for a week, they have no taxes taken out for that week.

The "Medical Center" specialization does not work.

/grantzoningrights does not work while the player granting or receiving is inside of a building.

Attempting to use /grantzoningrights while inside of a building gives the system message of "You must be the Mayor or a member of the Militia to grant zoning rights."

"Revoke Citizenship" does not always remove a person from the citizen list.

There is no "Sit" option on benches in Player City gardens.

When a new Mayor is elected, they do not receive admin access to the City Hall until a server reset.

The Citizenship Report for Player Cities from the City Management Terminal does not list citizens in a useful fashion.

Mayors cannot change the sign name on City Halls or Cloning Centers.

Player City Theaters do not allow for Entertainer enhancements in the stage area of the theater.

Items dropped in a Player City Cloning Center warp into the cloning cylinder if any of the /move commands are used on the item.

Income Tax levied in a Player City does not deduct from a citizen's account at a set time.

Player City Shuttle Tax fees are only added to the City Treasury on outbound tickets that are purchased in the Player City.

Player City Shuttle Tax resets to 100 credits when there is a server reset.

There is no option to confirm a Politician withdrawing from an election, which can result in unintended vote loss.

The Structure Report list from the City Management Terminal in City Hall only lists the first 50 items.

Militia members in Player Cities are randomly dropped from the militia list.

When placing decorations in a Player City (such as streetlamps and statues), the item can only be aligned once.

Loot schematic-created "Streetlamp" cannot be placed outside in a Player City.

Militia members in a city with zoning enabled cannot /grantzoningrights to themselves.

The sign for Corellian Player City Cantinas is located inside the actual building and cannot be seen.

Issues

Many Player Cities are affected by condemned structures that will not poof because of the new maintenance rules.

Politicians would like a fail-safe to be put into place to prevent disgruntled Mayors from destroying a city without input from the citizens.

Mayors would like it if citizens would also receive an e-mail when they leave the city.

Player Cities could use higher decoration limits.

[Issue 5]

Merchant/Vendor

Bugs

The Hiring 4 skill grants the merchant the ability to dress their vendor with clothes, armor, and weapons. Items placed onto a vendor in this manner cannot be recovered by the player and are for decoration only.

Barker Droids Auto-Store on JTL Travel

Text clipping was introduced around crafted items and building signs. Depending on a player's UI settings, some or all of the text on a sign may be unreadable.

The CU also introduced a bug where sign text was not visible unless a player moused-over a sign regardless of what their UI display preferences were set to.

Signs float way out in front of one style of either the round-ish Corellian or Generic house (I forget which).

The mouseover text in this skill mod implies that the the item limit is "per vendor" instead of a global limit.

Issues

When the server is reset, all registered vendors are removed from the planetary map. A vendor registers itself with the global map the first time it is loaded into the world. The problem is that it requires someone to go into the building where the vendor is located before it will be displayed.

Chat Variables Cannot be Used in Vendor Ad Barking (%TT, etc.)

Message Edited by BadgerSmaker on 09-28-2006 04:14 PM



So this is how a game company saves one of its products.  Simply unbelievable.

«1

Comments

  • sinstersinster Member Posts: 118

    it reminds me of a quote from the vietnam war. "to save the village we had to burn it down"

  • fozzie22fozzie22 Member Posts: 1,003

    Something had to be done with it becuase it was a buggy mess of a game wether the NGE was right or not something needed to be done

  • TeknoBugTeknoBug Member UncommonPosts: 2,156


    Originally posted by fozzie22
    Something had to be done with it becuase it was a buggy mess of a game wether the NGE was right or not something needed to be done
    Yeah like umm... FIXING THE GAME rather than reintroduced unfinished alpha shit twice over.

    image
    image

  • m240gulfm240gulf Member UncommonPosts: 460

    Holy Long-Posts Batman!!

    I Reject your Reality and Substitute it with My Own!
    image

  • tman5tman5 Member Posts: 604

    God Almighty, you knuckleheads! Stop quoting from the first bloody post!

    Idjits!

  • DreadlichDreadlich Member UncommonPosts: 597

    Cool, 61 spins on my mousewheel to reach the bottom!

    MMOs Played: EQ 1&2, DAoC, SWG, Planetside, WoW, GW, CoX, DDO, EVE, Vanguard, TR
    Playing: WAR
    Awaiting 40k Online and wishing for Battletech Online

  • KyleranKyleran Member LegendaryPosts: 44,073

    Originally posted by tman5


    God Almighty, you knuckleheads! Stop quoting from the first bloody post!
    Idjits!
    /agreed.....

    People have been asking this same question for 2 years....  there never will be an answer....or another game like SWG.....

     

    "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

    Don't just play games, inhabit virtual worlds™

    "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






  • tman5tman5 Member Posts: 604

    So where is your "questioning the logic?"  All you've done is detail a failed implementation, not debated the reasoning behind it.

    I also question the logic, but realize we are not privy to whatever data SOE was using to make the decision for the NGE.  This makes it difficult to consider because we are left with an incomplete picture.  Was it flawed logic?  Maybe the logic was sound, but the data used was bad.   Was it a good plan backed by good data that simply failed?

     

  • AntariousAntarious Member UncommonPosts: 2,846

     

    Originally posted by tman5


    So where is your "questioning the logic?"  All you've done is detail a failed implementation, not debated the reasoning behind it.
    I also question the logic, but realize we are not privy to whatever data SOE was using to make the decision for the NGE.  This makes it difficult to consider because we are left with an incomplete picture.  Was it flawed logic?  Maybe the logic was sound, but the data used was bad.   Was it a good plan backed by good data that simply failed?
     



    I actually thought the OP was going to have more to do with this gods and heroes dev thing that was quoted in the "other" thread... about..

     

    ***

    "Let me share this. I was a hardcore Star Wars Galaxies player, “was” being the key word. I stopped playing that game about two years ago, a few weeks after the Trials of Obi-wan expansion came out. I’m sure you all can guess why I stopped playing.

     

    SOE was Gods & Heroes publisher and partner and in my time spent there I learned a lot about the nature of the business and about SOE. I think they are a wonderful company who really wants to make great games. They have the experience and business sense to know what really is best for the games under their belt.

     

    So yes, I still am bitter and want my old Star Wars Galaxies back, however I know that if SOE didn’t do what they did, we might not even have a Star Wars Galaxies today."

    ***

    That thing there... coming from a developer even tho they don't work for soe but only worked around them... really friggin boggles me.

    If they didn't do what they did we might not have a SWG today?

    So you can either believe the game is still around because it has ... lets say 50,000 subs.. but if it had retained 200,000 it would have shut down.

    or you can think... LEC demanded a change or they'd yank the license and we have the result.

    or... (my favorite)

    The meth problem is a lot worse than I thought.

     

  • ArcAngel3ArcAngel3 Member Posts: 2,931

    Originally posted by sinster


    it reminds me of a quote from the vietnam war. "to save the village we had to burn it down"
    The same kind of logic, yes.  It boggles the mind.

    Also, another post said, well "something" needed to be done to help SWG.  Fine, but that something was not the NGE: not the deletion of progress, not the removal or disabling of so many things, not misleading people about the new expansion, not leaving so many bugs in the game, not adding soo many more.

    The NGE was like trying to put out a small fire with gasoline.

    What really gets me is that people will say even today that the NGE was needed, with all of this information and hindsight available to us, people still say one of the most illogical statements I've ever heard.

  • GreenHellGreenHell Member UncommonPosts: 1,323
    Originally posted by ArcAngel3


     


    The same kind of logic, yes.  It boggles the mind.
     
    Also, another post said, well "something" needed to be done to help SWG.  Fine, but that something was not the NGE: not the deletion of progress, not the removal or disabling of so many things, not misleading people about the new expansion, not leaving so many bugs in the game, not adding soo many more.
    The NGE was like trying to put out a small fire with gasoline.
    What really gets me is that people will say even today that the NGE was needed, with all of this information and hindsight available to us, people still say one of the most illogical statements I've ever heard.



    The problem with the line I colored is that there really never was any progress. SOE did their best to go around, ignore, and of course deny the problems. When you think of the wasted resources used in the development of the CURB that was never used or the CU that was quickly thrown away it really amazes me. Think of what could have been done with that time and money instead. F'n shame if you ask me.

  • The NGE "saved the game" in the sense that a wackonut killed their "sinful" child to "save" him.

    The game is still dead (kept alive only in the most technical sense like someone on full life support, but there is ZERO quality of life at all) and the developer (SOE) is awaiting their inevitable trip to the gas chamber (end of their company) as a consequence of this "saving".

    Only the insane could think that logical.

    Now, Smed isn't insane.  Just incompetent.

     

  • FikusOfAhaziFikusOfAhazi Member Posts: 1,835

    When they saw what the NGE did to the community..it should have been pulled. If a change to a GAME 'hurts' people....then you've screwed up beyond belief. Of coarse they knew what the communties reaction would be...I think some of the producers' own personal disgust of the swg playerbase  clouded their judgement. Oh well, the future is looking bright for starwars fans in search of a good MMO. Plus a couple new TV shows...This could have been a great time for SWG if they would have given the time and resources to make the game as good as the IP.

    See you in the dream..
    The Fires from heaven, now as cold as ice. A rapid ascension tolls a heavy price.

  • in4sitin4sit Member Posts: 130

    We all can go on and on about the NGE,... and some of us still express how we feel about it,..  but nothing that we can say, do, etc...  will no nothing.

    I think ALL of us who had been hurt by SOE, and LA by the NGE had said and done about everything they could in the last 2 years but LA and SOE have showed us what they care about and I will let you do the guess work on that one.

    For the people who play this game now...  good for you, I am glad you like it,... for the people who lost a great game and friends due to the NGE,...  I feel for all of you.

    But at least we can all sit bacl and laugh at SOE and LA,.. look what this game has become in the eye's of the "online gaming" world,.. to other online business, etc....    It's become a JOKE!

    Been there done that:
    Asherons Call,SWG,AOC,D&D,COH,Anarchy Online,DAOC,EVE,Guild Wars,LOTRO,POTBS,WAR,WW2, and Rift

  • About the only reason why I still keep up with things is to keep watching this to it's logical conclusion:

    Sooner or later the SS SOE will complete it's sinking.

    How much longer can the company stay alive on Spiderman sequels?  How much longer can SOE keep living off two declining EQ games?

     

  • 0k210k21 Member Posts: 866

    Stop sodding quote spamming like a bunch of idiots it's bloody annoying especially since your only writing a couple of lines after, show some decency to the OP and people trying to read this please. In case your wondering this is the very reason I have "I hate quoters" in my sig.

    Quoting people doesn't make you clever, in fact, it makes you all the more stupid for not bothering to read the quotes you post in the first place.

  • sinstersinster Member Posts: 118

    stop with the uber quoting! this isn't the bioware forums you know.

  • DarthRaidenDarthRaiden Member UncommonPosts: 4,333

    people you give to much about this phrase

    "The NGE was needed....."

    Before that the guy druged SOE pretty much in the mud about NGE and he had to say something ass kissing cause he works as developer in need of a job. That guy would agree on every redline in OP post.

    -----MY-TERMS-OF-USE--------------------------------------------------
    $OE - eternal enemy of online gaming
    -We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!

    "There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)

  • TerranahTerranah Member UncommonPosts: 3,575

    Basically the game underwent an identity change.  It totally changed what it was for something new, and that doesn't happen unless someone at some level feels the game was failing miserably.  Every other excuse offered up is most likely a rationalization to explain the huge pr and game disaster that nge was.

     

    What they should have done is opened a server especially for nge and seen if people liked it better or not.  Atleast then they could have kept their current player base and maybe might have appealed to those to whom precu did not appeal.

     

    NGE was a huge blunder.  SOE would do a lot to repair old wounds and a very tarnished reputation had they not simply added ONE precu server for vets to consolidate within.  Offering free transfers of characters to that server would only show more good will and wish to make amends.  But what do they do...admit they made a mistake, say they will not change it, and if you don't like it move along.  Mean...very mean.

  • DarthRaidenDarthRaiden Member UncommonPosts: 4,333

    Originally posted by Terranah


    Basically the game underwent an identity change.  It totally changed what it was for something new, and that doesn't happen unless someone at some level feels the game was failing miserably.  Every other excuse offered up is most likely a rationalization to explain the huge pr and game disaster that nge was.
     
    What they should have done is opened a server especially for nge and seen if people liked it better or not.  Atleast then they could have kept their current player base and maybe might have appealed to those to whom precu did not appeal.
     
    NGE was a huge blunder.  SOE would do a lot to repair old wounds and a very tarnished reputation had they not simply added ONE precu server for vets to consolidate within.  Offering free transfers of characters to that server would only show more good will and wish to make amends.  But what do they do...admit they made a mistake, say they will not change it, and if you don't like it move along.  Mean...very mean.

    That is the right way to do if you like the current cummunity as customers. BUT  $OE disliked us back then and went for some nonexistant  imaginary  WoW-ish type customer who would like the NGE but failed.

    Some lessons they had to learn and we vets teached em.

    -----MY-TERMS-OF-USE--------------------------------------------------
    $OE - eternal enemy of online gaming
    -We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!

    "There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)

  • AntariousAntarious Member UncommonPosts: 2,846

    Originally posted by Terranah


    But what do they do...admit they made a mistake, say they will not change it, and if you don't like it move along.  Mean...very mean.
    I agreed with the rest of what you said.. I don't however, agree with this being correct or should I say accurate.

    There was a recent interview with a person from LEC who stated that...  They were not having talks with SOE over a pre-nge server (that was his term.. not pre-cu... but pre-nge) because the game was doing so well.

    People from SOE have also stated that there were no "internal" talks with LEC about this.

    Thus it would be apparant this is something SOE cannot do unless LEC signs off on it.  So saying that SOE says they won't change and if you don't like it move along.. isn't really correct.

    Without LEC approval.. they can't change it.  Why not ask some people at LEC why they don't push to have this done?  Then if they do and SOE refuses.. you can repost it as accurate.

  • SioBabbleSioBabble Member Posts: 2,803
    Originally posted by Antarious


     
    Originally posted by Terranah


    But what do they do...admit they made a mistake, say they will not change it, and if you don't like it move along.  Mean...very mean.
    I agreed with the rest of what you said.. I don't however, agree with this being correct or should I say accurate.

     

    There was a recent interview with a person from LEC who stated that...  They were not having talks with SOE over a pre-nge server (that was his term.. not pre-cu... but pre-nge) because the game was doing so well.

    People from SOE have also stated that there were no "internal" talks with LEC about this.

    Thus it would be apparant this is something SOE cannot do unless LEC signs off on it.  So saying that SOE says they won't change and if you don't like it move along.. isn't really correct.

    Without LEC approval.. they can't change it.  Why not ask some people at LEC why they don't push to have this done?  Then if they do and SOE refuses.. you can repost it as accurate.



    I think LEC was just not happy with Koster's design, so eviscerating it is just fine with LEC.  Instead of sitting back and taking a look at why SWG-Koster wasn't wildly successful (early release with an unbalanced, high end untested combat system) they blamed the design itself, not their own failing.  It is so much easier to blame Koster than to blame their own greed for pushing the game out the door before it could be throughoughly tested at the high end and balanced with everything working at the high end.

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

    Once a denizen of Ahazi

  • fozzie22fozzie22 Member Posts: 1,003

    Koster has to take his share of the shame for designing such an unbalanced game in the first place..

  • fozzie22fozzie22 Member Posts: 1,003

    And this thread is much easier to read when you block the qouted posts people really are such fools.

  • SioBabbleSioBabble Member Posts: 2,803

    Originally posted by fozzie22


    Koster has to take his share of the shame for designing such an unbalanced game in the first place..

    I don't think he designed an unbalanced game, so much as the game's design wasn't fully tested.  Remember that a lot of specials were just plain broken when the game went live, so the design was never stressed as it was intended to work.

    What was released was unbalanced.  But also, player expectations of what "balance" should be were not what Koster had in mind.  PvP dueling balance seemed to be the be-all and end-all of the most vocal PvP crowd.

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

    Once a denizen of Ahazi

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