lol only 144,000 more quankers and I will be full template..
CURB before JTL
"Ebonfire, I have something every important to speak with you about"..... ahh go away old man!
lol I really miss that piece of trash, landing at the Mining Outpost and killing everything in my path to the Pirate Outpost. It really was your saga living out every time you logged in. I could tolerate the NGE at time, but snappy movement and fast action combat really killed it for me. They removed spice because apparently everyone was on it by default.
Bol grind was not so bad.. I like pikets better though.
When i played SWG i was left wondering what it was like b4 all the changes. The game to me wasnt that good and I played it 2-3 days. I wasnt impressed.
Sadly i really believe they need to totally remake this game. Star wars is one of the greatest Sci-Fi series of all time and needs a game to reflect it. REDO THIS GAME!!!!!!!!!!!
George you have the money!! Make it happen!!!!! LOL!
Played : WOW, LOTRO, COH/COV, EQ2, SWG, and WAR. Playing EVE Online and AOC. Wtg for SW:TOR and WOD
Faction grind? If you wanted pets you had to be a "Creature Handler" or a "BioEngineer"... You clearly didn't understand the game you were playing.
Never heard of faction pets for pvp? I guess "You clearly didn't understand the game you were playing.", Though I suppose I could have been more specific.
Generally crafters are a minority, and SWG was totally geared toward them. Since most mmorpg players are more adventurers than crafters, its kinda tough for these games to succeed. Look at Horizons for example.
By the time they introduced holocrons the design team had lost all focus on the game and went into complete damage prevention mode.
Yeah, the holocron grind was utterly terrible and completely devoid of imagination. Your other points are spot on, as are many of the other posts. They go to show that swg just had so many good core design features that it takes a small book to list them. Comparing what they did right and what they did wrong would require more time and effort then any paper I ever wrote in graduate school.
When i played SWG i was left wondering what it was like b4 all the changes. The game to me wasnt that good and I played it 2-3 days. I wasnt impressed. Sadly i really believe they need to totally remake this game. Star wars is one of the greatest Sci-Fi series of all time and needs a game to reflect it. REDO THIS GAME!!!!!!!!!!! George you have the money!! Make it happen!!!!! LOL!
I'm sure a new star wars mmo will be developed at some point in the near future. The real question is how will they design the game? Will it be more wowish (or eqish if you prefer) from the ground up? Or will they try out the sandbox design again? Some people argue that the sandbox model should never have been used for star wars in the first place, and despite my love of the sandbox I find it hard to disagree with them. After all, star wars is all about action, and playing uncle owen (or even worse relying on uncle owen to craft your weapons) simply doesn't hold appeal to the massive amount of younger gamers out there. If I were a betting man, I'd say the smart money goes on a wowish development without the need to work around the existing sandbox structure.
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
The strength of the crafting system was that not everyone needed to craft and in fact a very small amount of people could meet large demands. I'm have no issue with being a blood and guts murdering machine in most MMOs, but I was hooked by the crafting in SWG. Yes I enjoyed baking bread and making teas for people. Also nothing says humiliation like getting killed by someone with <Master Chef> above their head.
The point is that some people enjoyed it and others reaped the benefits of those efforts. A very well rounded relationship, except the game was never balanced between crafted vs looted rewards.
Torak, I'm not insulting you, unless me saying you play Lineage II is an insult. IF you do enjoy that game it means you must not mind extensive grinding... That shouldn't be insulting to you. : )
LoL, I did play L2 for about a year and you do need to brain damaged to grind like that....sort of reminded me of Bol grinding.
Yeah, but you were grinding bols! That is, you have a lot of the same old MMO mechanisms, but the skins helped make it less monotonous, at least for me.
I actually enjoyed grinding my Jedi with my guildies, even though it was grinding. In part, it was having people to grind with, in part it was becasue the skins were asthetically pleasing to me, in part it was because there was no reheated Tolkienesque nonsense going on.
I really like the idea of "living a life in the Star Wars universe", even if that meant being Uncle Owen.
"Deraphing" SWG was the most moronic thing that SOE ever did. Koster isn't perfect, but by gosh, the design was brilliant. The problem was the MBA asshats wanted ROI now, and were not willing to let the game be fully developed, debugged, balanced, and polished.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
I played SWG at launch and thought it was great. I decided to be a Tailor and for a good few months I had a great time with it. I really enjoyed having a craft that was my characters identity and not just a side hobby that everyone else had.
The sandbox aspect of the game is what made it great. I had a decent shop and had fun outfitting it with garments on display. Sometimes I'd get real customers, it was not in any way good financial sense to spend hours making individual clothes but it was great to help people with their enjoyment in the game.
First off, im not trying to hate on SWG at all, past and present form. I simple just want to know what made star wars galaxies such a great came back in the day before the CU and NGE. I played the trial for 2 weeks a couple of months after it was released but i didn't get a good feel for the game. So please, explain to me what the old SWG was like.
Because SWG used to be a sandbox style MMO. You could do whatever you wanted to. No classes or levels.
But they removes it and made it to a simple linear game.
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
A lot of f*cking people considering at the time it was the second largest western MMO behind EQ.
Pre-cu and pre-nge SWG was one of those situations where you just don't know how great you have it until it's gone. As others before me have posted, SWG had freedom; where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group. What SWG failed at was creating content. In the era of wow, it's hard to compare SWG with the content offered in today's MMO landscape, and the lack of content (read - more dungeons and new mobs to kill) was what made people move from SWG to WOW. If SWG could have only created more content, the game would still be thriving today. This is not to say that the dev team didn't try; but I would argue that they simply bit off more then then could chew when it came to creating content in such a gigantic world. In the end, people still dream about the SWG that could have been rather then the SWG that was, despite the fact that the SWG that was is still better then the vast majority of games on the market today. We simply didn't know it at the time. Now we've lost what made SWG into such a unique and spectacular sandbox game. I've said it before and I'll say it again. SWG was way ahead of its time. The future of MMOs is an expansion of what SWG was. I hope that makes some sense.
While I agree with you to some extent, I would argue that most of what you listed is still very possible today.
"where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group."
IMHO, yes there is a fundamental mechanical difference in the SWG of today vs the SWG of yesterday but what most old timers seem to miss is that intangable "something" that was mainly created by the community itself. Most of the base features are still there.
Nothing prevents anyone from socializing today any more then the merciless Bol grind did before NGE. You are still able to solo and you are still able to group. These basic elements have not changed. Crafting is still far above any other MMO and the amount of features like housing, space, player cities and gameworld size are still without equal. IMHO what effected the cranky vets of today the most is the removal of the profession system. When you really look at the "classes" of today, they are more or less "profession packages" of pre-NGE. (of which many of those 32 professions where never up to par, working or fleshed out) IF SWG added a few more "classes" to fill those missing gaps from the old profession system you would basically be back to square one as you still have the basic freedom to change classes unlike most other MMOs.
SWG of any era is still far more then most MMO's of today. What SWG is mainly the victim of is unfocused development from the start and very bad management desicions.
The smart thing would have been to do what you said from the start, work with what they had but they didn't and thats not going to change.
The housing, space, player cities and gameworld is about the only things that set this game apart (like in your post). Professions, as broken as they were, should never have been dumbed down to 9 "classes"(LOL). What everyone is so mad about, is that SOE gave up on the core game and traded it for a Spacey WoW (IE raiding, healy class, tank class etc etc...). If they kept the old game and fixed their bugs and added content, then they wouldnt have had so many people leave. But you might also say, they were losing subs anyways..... well i agree with you, but SWG was still at a modest 200k+ subs, which dwindled in less then a week of the NGE. (note: that this was also during the CU, another hated update, so there prolly woulda been more subs).
There are no "profession packages" just WoW classes given some star warsy character to integrate it into the game. Also the lag is 10 times worse then pre-cu (and pre-cu had some bad lag), and the population is horrible, thus ruling out the player city end of the game. And its funny how you say the professions were broken then, because ATM they are still broken.
Playing: EVE Online Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online Looking forward to: Archeage, Kingdom Under Fire 2 KUF2's Official Website - http://www.kufii.com/ENG/ -
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
not everything was about crafting, maybe you should have tried joining a guild/faction and going to war with other guilds or trying to blow up the other faction's base..... i guess you just didnt look hard enough. Oh and dont forget space, if your in to that sort of thing.
Playing: EVE Online Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online Looking forward to: Archeage, Kingdom Under Fire 2 KUF2's Official Website - http://www.kufii.com/ENG/ -
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
Too much reading required for you eh? Don't be mad, a lot of people weren't able to grasp the game, same way with EVE...
WoW is probably good to you. No decisions. No skill required. No reading... I guess we all stick to what we're good at : )
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
Too much reading required for you eh? Don't be mad, a lot of people weren't able to grasp the game, same way with EVE...
WoW is probably good to you. No decisions. No skill required. No reading... I guess we all stick to what we're good at : )
A lot of people pre-NGE didn't like to craft either. Myself included. I don't sub to MMO's to play combine the spreadsheet. But thats me.
Its all about playstyle.
Someone had to go out there and fight the stormtroopers or whatever, right? Not everyone wanted to spend 3 hours a night playing "Uncle Owen" making batteries for droids, underwear for the troops or whatever.
When I was in my PA we recruited crafters so didn't have to worry about that junk and we could focus on....killing rebels.
SWG was born before WoW hit , the biggest MMORPG during SWG's birth was Lineage 1, with million active accounts. Only 2 companies saw a future in MMORPGs , NCsoft and SOE , at the time in the US 250k users at peak was "godly".
Then along came WoW, which changed the face and expections of investors and LucasArts. SWG did reasonable well , but it did so with UO crowd , in the fact that thier massive Ads and hype didnt draw in what LucasArts felt was the real Star Wars fans. Which was to say LA demanded more fast pace action , and WoW numbers.
SWG was never that appealing to begin with, they cut so much to make the sandbox work that they lost alot of players , the Ad and hype had direct impact on MMORPGs and WoW. Which when SWG failed to impress the fans they went elsewhere, most settled for WoW since Blizzard was hyping thier game so much. WoW successed where SWG failed because of ease of access and controls.
SWG was sluggish , had a terrible launch and was so slow pace mold grew on you when you played. Was it so bad it needed a revamp? Probly not, the true number of users has always been hidden from fans , its believed at peak they had 400k or so users.
The current version stripped it down to simpler game, added WoWism and made it "better". I never liked the original SWG design , I play the current , because the Jedi and I have Sony Station Pass. I dont think you could ever do anything to please Star Wars and Sandbox fans , most of the people who play now , are there for the end game rebels vs empire content.. Of course Jedi vs Jedi.
Only thing they did that upset up was removing my creature handler , but they explained that too many pet owners were ruining the game (I dont see how but whatever). And they gave me a nice bribe of 2 months free for removing the class and some free xp bonus thingies. So whatever the hell , I can be Jedi so what do I care?
SWG was born before WoW hit , the biggest MMORPG during SWG's birth was Lineage 1, with million active accounts. Only 2 companies saw a future in MMORPGs , NCsoft and SOE , at the time in the US 250k users at peak was "godly". Then along came WoW, which changed the face and expections of investors and LucasArts. SWG did reasonable well , but it did so with UO crowd , in the fact that thier massive Ads and hype didnt draw in what LucasArts felt was the real Star Wars fans. Which was to say LA demanded more fast pace action , and WoW numbers. SWG was never that appealing to begin with, they cut so much to make the sandbox work that they lost alot of players , the Ad and hype had direct impact on MMORPGs and WoW. Which when SWG failed to impress the fans they went elsewhere, most settled for WoW since Blizzard was hyping thier game so much. WoW successed where SWG failed because of ease of access and controls. SWG was sluggish , had a terrible launch and was so slow pace mold grew on you when you played. Was it so bad it needed a revamp? Probly not, the true number of users has always been hidden from fans , its believed at peak they had 400k or so users. The current version stripped it down to simpler game, added WoWism and made it "better". I never liked the original SWG design , I play the current , because the Jedi and I have Sony Station Pass. I dont think you could ever do anything to please Star Wars and Sandbox fans , most of the people who play now , are there for the end game rebels vs empire content.. Of course Jedi vs Jedi. Only thing they did that upset up was removing my creature handler , but they explained that too many pet owners were ruining the game (I dont see how but whatever). And they gave me a nice bribe of 2 months free for removing the class and some free xp bonus thingies. So whatever the hell , I can be Jedi so what do I care?
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
Too much reading required for you eh? Don't be mad, a lot of people weren't able to grasp the game, same way with EVE...
WoW is probably good to you. No decisions. No skill required. No reading... I guess we all stick to what we're good at : )
A lot of people pre-NGE didn't like to craft either. Myself included. I don't sub to MMO's to play combine the spreadsheet. But thats me.
Its all about playstyle.
Someone had to go out there and fight the stormtroopers or whatever, right? Not everyone wanted to spend 3 hours a night playing "Uncle Owen" making batteries for droids, underwear for the troops or whatever.
When I was in my PA we recruited crafters so didn't have to worry about that junk and we could focus on....killing rebels.
I didn't craft either. My toons were all combat professsions and a Ranger. Still, without those dedicated crafters, and there were a lot of them, the game wouldn't have worked as well...
Crafting wasn't for me and you, but it certainly appealed to a large number of people.
Youre crafter sandbox , free form mmorpg crowd are massively out played by the IQ 10 crowd , you can stick a fork in them , beat them , and they ll forgive you if you give them a cookie. SWG wasnt the be all end , it was pretty terrible to most of the world , and that includes LucasArts who gave the orders to mess it up.
Comments
lol only 144,000 more quankers and I will be full template..
CURB before JTL
"Ebonfire, I have something every important to speak with you about"..... ahh go away old man!
lol I really miss that piece of trash, landing at the Mining Outpost and killing everything in my path to the Pirate Outpost. It really was your saga living out every time you logged in. I could tolerate the NGE at time, but snappy movement and fast action combat really killed it for me. They removed spice because apparently everyone was on it by default.
Bol grind was not so bad.. I like pikets better though.
When i played SWG i was left wondering what it was like b4 all the changes. The game to me wasnt that good and I played it 2-3 days. I wasnt impressed.
Sadly i really believe they need to totally remake this game. Star wars is one of the greatest Sci-Fi series of all time and needs a game to reflect it. REDO THIS GAME!!!!!!!!!!!
George you have the money!! Make it happen!!!!! LOL!
Played : WOW, LOTRO, COH/COV, EQ2, SWG, and WAR.
Playing EVE Online and AOC.
Wtg for SW:TOR and WOD
Never heard of faction pets for pvp? I guess "You clearly didn't understand the game you were playing.", Though I suppose I could have been more specific.
Generally crafters are a minority, and SWG was totally geared toward them. Since most mmorpg players are more adventurers than crafters, its kinda tough for these games to succeed. Look at Horizons for example.
I don't know where you're getting this three year number from but it's not true.
Yeah, the holocron grind was utterly terrible and completely devoid of imagination. Your other points are spot on, as are many of the other posts. They go to show that swg just had so many good core design features that it takes a small book to list them. Comparing what they did right and what they did wrong would require more time and effort then any paper I ever wrote in graduate school.
I'm sure a new star wars mmo will be developed at some point in the near future. The real question is how will they design the game? Will it be more wowish (or eqish if you prefer) from the ground up? Or will they try out the sandbox design again? Some people argue that the sandbox model should never have been used for star wars in the first place, and despite my love of the sandbox I find it hard to disagree with them. After all, star wars is all about action, and playing uncle owen (or even worse relying on uncle owen to craft your weapons) simply doesn't hold appeal to the massive amount of younger gamers out there. If I were a betting man, I'd say the smart money goes on a wowish development without the need to work around the existing sandbox structure.
The whole premise was a joke. How many people thought, wow I wish I lived in the Star Wars universe so I can craft medical kits or shirts? I mean WTF? Turning a great adventure movie into a crafting game. Fun!
The strength of the crafting system was that not everyone needed to craft and in fact a very small amount of people could meet large demands. I'm have no issue with being a blood and guts murdering machine in most MMOs, but I was hooked by the crafting in SWG. Yes I enjoyed baking bread and making teas for people. Also nothing says humiliation like getting killed by someone with <Master Chef> above their head.
The point is that some people enjoyed it and others reaped the benefits of those efforts. A very well rounded relationship, except the game was never balanced between crafted vs looted rewards.
LoL, I did play L2 for about a year and you do need to brain damaged to grind like that....sort of reminded me of Bol grinding.
Yeah, but you were grinding bols! That is, you have a lot of the same old MMO mechanisms, but the skins helped make it less monotonous, at least for me.
I actually enjoyed grinding my Jedi with my guildies, even though it was grinding. In part, it was having people to grind with, in part it was becasue the skins were asthetically pleasing to me, in part it was because there was no reheated Tolkienesque nonsense going on.
I really like the idea of "living a life in the Star Wars universe", even if that meant being Uncle Owen.
"Deraphing" SWG was the most moronic thing that SOE ever did. Koster isn't perfect, but by gosh, the design was brilliant. The problem was the MBA asshats wanted ROI now, and were not willing to let the game be fully developed, debugged, balanced, and polished.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
I played SWG at launch and thought it was great. I decided to be a Tailor and for a good few months I had a great time with it. I really enjoyed having a craft that was my characters identity and not just a side hobby that everyone else had.
The sandbox aspect of the game is what made it great. I had a decent shop and had fun outfitting it with garments on display. Sometimes I'd get real customers, it was not in any way good financial sense to spend hours making individual clothes but it was great to help people with their enjoyment in the game.
Because SWG used to be a sandbox style MMO. You could do whatever you wanted to. No classes or levels.
But they removes it and made it to a simple linear game.
A lot of f*cking people considering at the time it was the second largest western MMO behind EQ.
"where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group."
IMHO, yes there is a fundamental mechanical difference in the SWG of today vs the SWG of yesterday but what most old timers seem to miss is that intangable "something" that was mainly created by the community itself. Most of the base features are still there.
Nothing prevents anyone from socializing today any more then the merciless Bol grind did before NGE. You are still able to solo and you are still able to group. These basic elements have not changed. Crafting is still far above any other MMO and the amount of features like housing, space, player cities and gameworld size are still without equal. IMHO what effected the cranky vets of today the most is the removal of the profession system. When you really look at the "classes" of today, they are more or less "profession packages" of pre-NGE. (of which many of those 32 professions where never up to par, working or fleshed out) IF SWG added a few more "classes" to fill those missing gaps from the old profession system you would basically be back to square one as you still have the basic freedom to change classes unlike most other MMOs.
SWG of any era is still far more then most MMO's of today. What SWG is mainly the victim of is unfocused development from the start and very bad management desicions.
The smart thing would have been to do what you said from the start, work with what they had but they didn't and thats not going to change.
The housing, space, player cities and gameworld is about the only things that set this game apart (like in your post). Professions, as broken as they were, should never have been dumbed down to 9 "classes"(LOL). What everyone is so mad about, is that SOE gave up on the core game and traded it for a Spacey WoW (IE raiding, healy class, tank class etc etc...). If they kept the old game and fixed their bugs and added content, then they wouldnt have had so many people leave. But you might also say, they were losing subs anyways..... well i agree with you, but SWG was still at a modest 200k+ subs, which dwindled in less then a week of the NGE. (note: that this was also during the CU, another hated update, so there prolly woulda been more subs).
There are no "profession packages" just WoW classes given some star warsy character to integrate it into the game. Also the lag is 10 times worse then pre-cu (and pre-cu had some bad lag), and the population is horrible, thus ruling out the player city end of the game. And its funny how you say the professions were broken then, because ATM they are still broken.
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -
not everything was about crafting, maybe you should have tried joining a guild/faction and going to war with other guilds or trying to blow up the other faction's base..... i guess you just didnt look hard enough. Oh and dont forget space, if your in to that sort of thing.
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -
argh why do people on this site insist on beating a dead horse? They need to filter out swg posts from that front page scroller.
Because with all the fanboi meatbeaters around we need a balance of horse beaters? don't know.
NGE sounds like it is right up your alley
Too much reading required for you eh? Don't be mad, a lot of people weren't able to grasp the game, same way with EVE...
WoW is probably good to you. No decisions. No skill required. No reading... I guess we all stick to what we're good at : )
Tecmo Bowl.
Too much reading required for you eh? Don't be mad, a lot of people weren't able to grasp the game, same way with EVE...
WoW is probably good to you. No decisions. No skill required. No reading... I guess we all stick to what we're good at : )
A lot of people pre-NGE didn't like to craft either. Myself included. I don't sub to MMO's to play combine the spreadsheet. But thats me.Its all about playstyle.
Someone had to go out there and fight the stormtroopers or whatever, right? Not everyone wanted to spend 3 hours a night playing "Uncle Owen" making batteries for droids, underwear for the troops or whatever.
When I was in my PA we recruited crafters so didn't have to worry about that junk and we could focus on....killing rebels.
i never seen SWG as a good MMO in the first place.
since the dev. stages and the release of certain info on the game i knew that it could live up to the hype.
and here we are, talking about a game that was dead from the beginning.
____________________________________________________________________
SWG was born before WoW hit , the biggest MMORPG during SWG's birth was Lineage 1, with million active accounts. Only 2 companies saw a future in MMORPGs , NCsoft and SOE , at the time in the US 250k users at peak was "godly".
Then along came WoW, which changed the face and expections of investors and LucasArts. SWG did reasonable well , but it did so with UO crowd , in the fact that thier massive Ads and hype didnt draw in what LucasArts felt was the real Star Wars fans. Which was to say LA demanded more fast pace action , and WoW numbers.
SWG was never that appealing to begin with, they cut so much to make the sandbox work that they lost alot of players , the Ad and hype had direct impact on MMORPGs and WoW. Which when SWG failed to impress the fans they went elsewhere, most settled for WoW since Blizzard was hyping thier game so much. WoW successed where SWG failed because of ease of access and controls.
SWG was sluggish , had a terrible launch and was so slow pace mold grew on you when you played. Was it so bad it needed a revamp? Probly not, the true number of users has always been hidden from fans , its believed at peak they had 400k or so users.
The current version stripped it down to simpler game, added WoWism and made it "better". I never liked the original SWG design , I play the current , because the Jedi and I have Sony Station Pass. I dont think you could ever do anything to please Star Wars and Sandbox fans , most of the people who play now , are there for the end game rebels vs empire content.. Of course Jedi vs Jedi.
Only thing they did that upset up was removing my creature handler , but they explained that too many pet owners were ruining the game (I dont see how but whatever). And they gave me a nice bribe of 2 months free for removing the class and some free xp bonus thingies. So whatever the hell , I can be Jedi so what do I care?
Wow, you really prove the stereotype perfectly...
Too much reading required for you eh? Don't be mad, a lot of people weren't able to grasp the game, same way with EVE...
WoW is probably good to you. No decisions. No skill required. No reading... I guess we all stick to what we're good at : )
A lot of people pre-NGE didn't like to craft either. Myself included. I don't sub to MMO's to play combine the spreadsheet. But thats me.Its all about playstyle.
Someone had to go out there and fight the stormtroopers or whatever, right? Not everyone wanted to spend 3 hours a night playing "Uncle Owen" making batteries for droids, underwear for the troops or whatever.
When I was in my PA we recruited crafters so didn't have to worry about that junk and we could focus on....killing rebels.
I didn't craft either. My toons were all combat professsions and a Ranger. Still, without those dedicated crafters, and there were a lot of them, the game wouldn't have worked as well...
Crafting wasn't for me and you, but it certainly appealed to a large number of people.
Tecmo Bowl.
Youre crafter sandbox , free form mmorpg crowd are massively out played by the IQ 10 crowd , you can stick a fork in them , beat them , and they ll forgive you if you give them a cookie. SWG wasnt the be all end , it was pretty terrible to most of the world , and that includes LucasArts who gave the orders to mess it up.
Smed just took the bullets for them.
I liked pvp better before. I dont really give a hsit about Restuss.