I always wonder what people mean when they ask for "More Content" from this game. First, let me preface this topic with a short bio. I was there from launch to CU(when I quit). I worked a full-time job and played in my free time. That being said...
I always hear people asking for more content with this game. I simply don't understand how you completed everything in the game. Did you actually win the GCW? Master Jedi? Master every profession, and I don't mean hologrind, Collect all badges, etc.
I just don't think alot of players understand what a sandbox game is. You are the one who is supposed to create content by role-playing. And no, I don't mean through dressing up funny and using a vocoder. Did you join a guild? Interact at all with other players? I suspect the folks who cry for more content in a sandbox game had templates that only had combat related skills. Am I wrong? Have I totally missed something. Humor and or educate me because this has been bugging me for years. Yes get a life.
Comments
When the game first launched it had no content for a very long time thats why, all there was to do is boring missions and even then you ahd to run to them all until they finally added in mounts and then vehicles which made mounts pointless and CH angry. Not till RoTW did the game start to get more stuff to do in terms of fun quests and dungeons but even then they were pointless because you didn't get shit all for your efforts. Since the NGE theres been a great amount of working on ading content but noone cares anymore cause the game sucks.
I myself completed the ToOW expansion in less that a week of playing it, I had fun there and was really nice but the problem with SWG's current content is compared to WOW it feels very pre generated and lackluster. The same old dungeon with the same old character model enemys cause all they used was humans with different armour or the same old cave lol. That HK47 instance which at the time I managed to solo the whole thing cause there was a exploit was very lackluster too. It was like a zigzag of land with lava surrounding it with the enemies standing sill until you attacked lol......... wheres the imagination in that? In WOW they made such a effort with theirs and anyone whose played uptill the deadmines atleast even knows how great they are.
I can't think of one bit of content that stands out as good PVE over other mmorpgs.
It wasn't that which made SWG great though it was the community and the social mechanics like the death penalty and waiting at the Starport for 10 mins and decay. It was the fact that it has player cities with malls and the fact that everything was crafted by players. It was the depth of the character customization which you were constantly changing even if you didn't have to, it was fun to keep mixing it around. Most importantly though it was the future potential of the game and what you could do with all these mechanics that NO other mmorpg had.
However now for the most part they got rid of what made SWG great and now it's nothing but a subpar dying game which if KOTOR Online is true then it'll be totally pointless after that because Bioware and their track record will make a great new Star Wars mmorpg.
----------------------------------------
Talking about SWG much?
The newest content of the whole Meatlump themepark is Frekin horrible. Man those are some of the mindless most annoying stories ever.
I must say though I still do miss my sandbox, and the community I played with this month (free vet month) is still a great bunch in whole. Much less playing, but those that are were very helpfull to a rusty old elder jedi like myself.
Another thing I hated was this "collections". Makes everyone use the same damn max rewards. There's no variaty anymore to make your character unique.
SHOHADAKU
The way people talk about content it means things to do.
Sure SWG had all the basic mechanics like player housing and the skill system but it had nothing to keep you busy. That's why everyone stood around all the time talking, I loved the social aspects but we were all standing around starports talking because there was nothing else to do.
I don't know what it's like now but SWG was too easy I remember doing ToOW in less than a week and same for RotW and thought JTLS was a pile of crap so never bothered. I did them legacy quests in like a day when I came back after the NGE on one of those veteran things. Restuss took me all of five mins because the only good thing there was the new hilt.
Then it's like what else do I do now? It's worse after the NGE because theres nothing of what you could do before to keep you busy. In WOW I havn't ever gotten close to going through all the quests and content and the fact that alot of it is really hard, in SWG I just remember it being sooo easy and alot of the time the AI was buggy so that would make it even easier.
What I don't understand is why havn't changed the UI yet or the running speed back to normal or gotten rid of the FPS style aiming and put back the old RPG style or even changed that fucking stupid jump animation.
It's still just a buggy mess.
----------------------------------------
Talking about SWG much?
When most people talk about content, they are talking about directed content, such as quests and such. SWG was intended to have a lot of directed content, but it was cut to make launch, and then tossed aside when development became focused on screwing with the core game systems. The Storyteller system that is in the game now was conceived prior to release. There was supposed to be a criminal faction and story lines beyond the "Cries of Alderaan".
We were promised a sandbox with lots of toys to play with. We got a half filled sandbox which was later changed to a litterbox, but at least the folks who still play are getting some poorly concieved toys to play with. To bad the litterbox hasn't been cleaned since it replaced the sandbox.
Many of us were quite content with our empty sandbox. We would have been even happier if we had some of the toys we were promised. Hell, the Storyteller system alone would have pushed the game close to the potential it once had. Unfortunately it wasn't until they turned the game into the single worst MMO on the market that they decided to add some content (as poorly concieved as it is).
The way people talk about content it means things to do.
Sure SWG had all the basic mechanics like player housing and the skill system but it had nothing to keep you busy. That's why everyone stood around all the time talking, I loved the social aspects but we were all standing around starports talking because there was nothing else to do.
SWG catered to a few playstyles really well . Which supported the PVP climate ,much like UO or eve online.
As a crafter your content was to keep your product above everyone elses .
As an entertainer your content was offering a service and a source of social interaction
As a ranger you helped track down creatures that crafters needed resources from .
As a bh you kept the jedi pop in check .
As a jedi you worked your way through the FRS, And watched your back at all times..
As a PVP oriented player your content was the whole community .
If you wanted to have a PVE oriented experience sure SWG wasn't all that , But those playstles really didn't need it.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
The way people talk about content it means things to do.
Sure SWG had all the basic mechanics like player housing and the skill system but it had nothing to keep you busy. That's why everyone stood around all the time talking, I loved the social aspects but we were all standing around starports talking because there was nothing else to do.
SWG catered to a few playstyles really well . Which supported the PVP climate ,much like UO or eve online.
As a crafter your content was to keep your product above everyone elses .
As an entertainer your content was offering a service and a source of social interaction
As a ranger you helped track down creatures that crafters needed resources from .
As a bh you kept the jedi pop in check .
As a jedi you worked your way through the FRS, And watched your back at all times..
As a PVP oriented player your content was the whole community .
If you wanted to have a PVE oriented experience sure SWG wasn't all that , But those playstles really didn't need it.
Yeh but all of that is just mechanics and not content, it's like the building blocks but no reason for you to use them. Like PVP was completly pointless, there was no PVP and just had the mechanics in place. Sure you could advance up the ranks as Jedi but why? there was no ultimate reason to do so or story or quests like Blizzard are doing with Death Knight if you've seen/played that in beta. All you could do is grind up Jedi like you grinded up everyother profession and hope a BH would come to kill you so you wern't so bored and once you've made it all you had to show for it is a title and nothing to do with it.
Crafters are different because they arn't adventurers, their goal is to craft and make money and the same goes for Creature handler and all them types of professions. Doctors and Medics and Entertainers roles were all about helping other players so thatw as their content too.
However the combat professions wanted a reason for what they did and never got any.
----------------------------------------
Talking about SWG much?
It all got ditched for Jedi really, it was clear the game wasn't designed for them but LA wanted to tack them on anyways which then ruined the game and every patch after that was about fixing Jedi which took their focus off everything else. Since the NGE when JEdi havn't been a problem like they were they've focused on sooo much more, just a shame it's too late.
----------------------------------------
Talking about SWG much?
The GU5 weaponsmith update is giving all sorts of variety as far as weapons go.
So I started to walk into the water. I won't lie to you boys...I was terrified. But I pressed on, and as I made my way past the breakers, a strange calm came over me. I don't know if it was divine intervention or the kinship of all living things, but I tell you, Jerry, at that moment ... I was a marine biologist.
The way people talk about content it means things to do.
Sure SWG had all the basic mechanics like player housing and the skill system but it had nothing to keep you busy. That's why everyone stood around all the time talking, I loved the social aspects but we were all standing around starports talking because there was nothing else to do.
SWG catered to a few playstyles really well . Which supported the PVP climate ,much like UO or eve online.
As a crafter your content was to keep your product above everyone elses .
As an entertainer your content was offering a service and a source of social interaction
As a ranger you helped track down creatures that crafters needed resources from .
As a bh you kept the jedi pop in check .
As a jedi you worked your way through the FRS, And watched your back at all times..
As a PVP oriented player your content was the whole community .
If you wanted to have a PVE oriented experience sure SWG wasn't all that , But those playstles really didn't need it.
Yeh but all of that is just mechanics and not content, it's like the building blocks but no reason for you to use them. Like PVP was completly pointless, there was no PVP and just had the mechanics in place. Sure you could advance up the ranks as Jedi but why? there was no ultimate reason to do so or story or quests like Blizzard are doing with Death Knight if you've seen/played that in beta. All you could do is grind up Jedi like you grinded up everyother profession and hope a BH would come to kill you so you wern't so bored and once you've made it all you had to show for it is a title and nothing to do with it.
Crafters are different because they arn't adventurers, their goal is to craft and make money and the same goes for Creature handler and all them types of professions. Doctors and Medics and Entertainers roles were all about helping other players so thatw as their content too.
However the combat professions wanted a reason for what they did and never got any.
That's exactly it those play styles really didn't require that either , Besides the whole PVP PVE item reward system is what destroyed the crafting professions To begin with . What other uses do ranks or "meaningful" PVP serve?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think the concept of content as defined in SWG and most other games out there is really very shallow, but probably easy to code. When SWG launched, there were a few quests, most of them broken, but players were able to make their own content because of the required interaction among the players. I didn't have a thousand boring "go kill 3 thugs and return" quests, but that was ok because the armorsmith in my guild needed us to go collect some of that awesome wooly hide on Dant. We hunted krayts for pearls, scales and tissues that could be used to make our weapons better than the imperial guild that we seemed to always be fighting. We had doctors and entertainers who chose their profession because they were needed by everyone, and yet they didn't have to join us in battle which was too cool for those less inclined for combat.
Content for my crafter was to become known as a supplier of some of the best foods available, it was like a full time job at times, but I was never bored because I raced through the latest dungeon and now had nothing to do but repeat it over and over for 3 months until the next morsel was added.
It is hard to feel like you are different in a game where everyone starts where you did, does the exact same quests you did, getting the exact same armor/weapons you did until it spits you out 70 levels later. My first 3 months in SWG from launch were spent in and around Moenia where I first landed. I became a medic and then a novice doctor helping the local population heal after battle with creatures and the imperials who lived around Theed who would drop in daily to fight. And yet another player with the same skills as I did had an entirely different experience, perhaps fighting on Tat as a Imperial or making armor for both sides Talus.
I always felt that live teams/events should be the main form of content in MMOs. Imagine a Imperial attack on Moenia that lasted for weeks with random attacks by walkers from outlaying bases. Beseiged rebels would fight, medics would heal, entertainers would lift your spirits and the local crafters would be there to replenish whatever. My experience would be completely different than anybody elses, yet we all would have experienced the "First Imperial Seige of Moenia". I could live without quests and trinkets and loot farming for something like that, but it would take a complete revamp of how you run a MMO.
The way people talk about content it means things to do.
Sure SWG had all the basic mechanics like player housing and the skill system but it had nothing to keep you busy. That's why everyone stood around all the time talking, I loved the social aspects but we were all standing around starports talking because there was nothing else to do.
SWG catered to a few playstyles really well . Which supported the PVP climate ,much like UO or eve online.
As a crafter your content was to keep your product above everyone elses .
As an entertainer your content was offering a service and a source of social interaction
As a ranger you helped track down creatures that crafters needed resources from .
As a bh you kept the jedi pop in check .
As a jedi you worked your way through the FRS, And watched your back at all times..
As a PVP oriented player your content was the whole community .
If you wanted to have a PVE oriented experience sure SWG wasn't all that , But those playstles really didn't need it.
Yeh but all of that is just mechanics and not content, it's like the building blocks but no reason for you to use them. Like PVP was completly pointless, there was no PVP and just had the mechanics in place. Sure you could advance up the ranks as Jedi but why? there was no ultimate reason to do so or story or quests like Blizzard are doing with Death Knight if you've seen/played that in beta. All you could do is grind up Jedi like you grinded up everyother profession and hope a BH would come to kill you so you wern't so bored and once you've made it all you had to show for it is a title and nothing to do with it.
Crafters are different because they arn't adventurers, their goal is to craft and make money and the same goes for Creature handler and all them types of professions. Doctors and Medics and Entertainers roles were all about helping other players so thatw as their content too.
However the combat professions wanted a reason for what they did and never got any.
That's exactly it those play styles really didn't require that either , Besides the whole PVP PVE item reward system is what destroyed the crafting professions To begin with . What other uses do ranks or "meaningful" PVP serve?
What ruined crafting was making PVe rewards better than crafted goods, what they should ahve done for rewards is made schematics for crafters to make instead of the full item loot.
What I mean by meaningful PVP is like when I think Star Wars I think of the Death Star or something.....
I would have liked to have a JTLS battle between rebels and imps like in episode 4 to try destroy the death star and depending on who wins will give access to areas for each faction to do special quests or take over land or something.
There was none of that.
Even helping out Darth Vader by killing Rebels and fighting for control over the Galaxy.
Instead it was like a meaningless planetside battle where you'd take over a city and then nothing.
----------------------------------------
Talking about SWG much?
Give that man a beer.
Give that man a beer.
These are all the professions that don't need quests but people to do what they do. Combat classes however content is defined by quests and such.
Also this was a Star Wars mmorpg yet it was nothing like Star Wars and everyone was complaining about that. The biggest fact when the game was first launched was Star Wars is mainly set in Space so where is the space? lol.
----------------------------------------
Talking about SWG much?
Give that man a beer.
These are all the professions that don't need quests but people to do what they do. Combat classes however content is defined by quests and such.
Also this was a Star Wars mmorpg yet it was nothing like Star Wars and everyone was complaining about that. The biggest fact when the game was first launched was Star Wars is mainly set in Space so where is the space? lol.
Half of Star Wars was set on Tat or indoors, but I do agree it was/is lacking that aspect even now. I'll still argue that having to rely on quests to be your content is a dead end. Most of these things are worth doing once and then you are stuck farming doing the exact same storyline over and over until the next one drops. On the devs side of things you take a generic dungeon, slap some rehashed skins on it, drop reskined mobs around and add one boss at the end with 200000 xp, rinse and repeat, easy for noob devs and doesn't cost SOE much.
I guess if you like repeating what is basically the same thing over and over then quests are good content, but I lost the taste for that a long time ago and haven't played a MMO since.
As a mostly combat oriented player in Pre-NGE SWG, you had to "look" for your content a little harder than the non-combat guys.
Non-Combat had many, many things to do. Crafters were deep into their form of play without even picking up a blaster. Same thing with Entertainers. You had players absolutely dedicated to Entertainers without even trying combat.
If you were the type of player who defines content as taking on quests / quest chains, then Pre-NGE SWG wasn't for you. If you preferred content as "Go kill # of X and return to Y" then Pre-NGE SWG wasn't for you.
As a combat player, I sitll found lots to do.
* Toying around with Template builds, trying something new.
* Gathering resources (esp. organic for combat players).
* Helping someone out. Lots of people were ready to lend a hand, esp. to help out newbies. Also, Pre-CU SWG was one of the few MMOs (esp compared to today) where developed and new players / player characters were NOT penalized for working together... I'm talking about how the old SWG didn't put XP penalties for a veteran helping out a new player. I spent alot of time helping people out, and I wasn't even guilded (I never was in SWG).
* Hunting Groups! WEEEEEE!!!! It was a fun part of SWG to have participated in the old Hunting Groups across the planets.
* Badge Hunting
* Getting Faction Points: This was back in the day where Faction Armor ONLY came from the recruiters / officer NPCs. I wore Stormtrooper Armor all the time, so I was always getting FPs to replace worn out armor pieces. Unless I was going to a really tough, high end area, I preferred to stay in my "awesome" 30% resist + ton of vulnerabilities Stormtrooper Armor. I also saved up and maintained my AT-ST pet even into the NGE disaster.
* Getting Credits: Usually from doing normal or faction missions. Huting Groups also got me good money. Also wheeling and dealing with crafters / merchants using resources I gathered was also another venue.
* When it became available: Jump To Lightspeed. Triple Ace / Master Pilot x3, just for the stupid badges, then settled back as an Imperial pilot.
* If I wanted to get more social in-game, head to the Cantinas in either Bestine, Coronet, Mos Eisley, or Theed. Coronet was usually a packed place, like a real life, successful night club.
I didn't even bother with the 'Vette, Deathwatch Bunker, etc. I found alot of things to do outside them.
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)