Ofcourse, most NGE lubbers would claim that "most" people, like them, only used a few of those professions, to make *"FotM" templates, like def stackers or Combat medic poisonchucker templates... Myself, I did quite alot... I was a commando, who tried mixing about anything with it. Commando smuggler, commando rifleman, commando BH, commando Tera Kasi, Commando Ranger, Commando Squad Leader. And most of the people I knew, never were a FotM... since I didn't hang out with the "I wanna be uber" or the "I wanna rawk PvP" or the "Glowbats is the only star wars!! Glowbats FTW" crowds. Ya know, the crowds that LIKED the NGE...
One of my best character builds, was the Commando BH Carbineer mix (MCommando with some BH and some Carbs). with it and a custom ordered carbine and flamethrower. with it, I PvP'ed unbuffed and in 30% armor, with no resists towards the FOTM damagetype of stun.... Yet, since it was a thinking mans skill build, I often found myself facing 3 to 5 rebel oponents in FOTM b uilds, who more often than they liked, ended up paying dearly for relying on FOTM and buffs instead of their brains. Ofcourse, I had a weakness to poisonchuckers...But who didn't?
Edit: Forgot to say, that what the NGE offers, is a bleak, weak and abysmall "wannabe good" character system. In the old game, you built the charackter and skills to your liking, to your playstyle or to what you wanted to be. A Commando wasn't just a commando, a Smuggler wasnt just a smuggler(without the ability to smuggle).... He was what you built him to be, what you wanted him to be. You can't do that in the NGE, and this is something that keeps quite a few veterans away from the game. It's something the NGE lubbers can never understand, as they don't want to build something themselves, they prefer to be locked into a developers vision of what to be.... Just like Nancy "Read'n is bad m'kay?" McIntyre said... They didn't want people to build things themselves, it was just too much reading, when they could instead build it for the players and let them be Developer X's vision of Luke or Leia or Solo...
You certainly like to generalize about the "NGE lubbers," dontcha? One of the great fallacies that exists on the MMORPG.com forums -- if you continue to play SWG, you're an idiot.
Bharrahmam, why do you post here? You know majority on this board don't like the NGE but at times it's like you are trying to provoke an argument over it. I didn't post once during the free vet trial period because I had nothing positive to say about SWG, but I sure saw you get upset over vets who only posted negative comments about SWG. So why do you do the same here? SWG forums are big enough to troll, so why troll here?
Ofcourse, most NGE lubbers would claim that "most" people, like them, only used a few of those professions, to make *"FotM" templates, like def stackers or Combat medic poisonchucker templates... Myself, I did quite alot... I was a commando, who tried mixing about anything with it. Commando smuggler, commando rifleman, commando BH, commando Tera Kasi, Commando Ranger, Commando Squad Leader. And most of the people I knew, never were a FotM... since I didn't hang out with the "I wanna be uber" or the "I wanna rawk PvP" or the "Glowbats is the only star wars!! Glowbats FTW" crowds. Ya know, the crowds that LIKED the NGE...
One of my best character builds, was the Commando BH Carbineer mix (MCommando with some BH and some Carbs). with it and a custom ordered carbine and flamethrower. with it, I PvP'ed unbuffed and in 30% armor, with no resists towards the FOTM damagetype of stun.... Yet, since it was a thinking mans skill build, I often found myself facing 3 to 5 rebel oponents in FOTM b uilds, who more often than they liked, ended up paying dearly for relying on FOTM and buffs instead of their brains. Ofcourse, I had a weakness to poisonchuckers...But who didn't?
Edit: Forgot to say, that what the NGE offers, is a bleak, weak and abysmall "wannabe good" character system. In the old game, you built the charackter and skills to your liking, to your playstyle or to what you wanted to be. A Commando wasn't just a commando, a Smuggler wasnt just a smuggler(without the ability to smuggle).... He was what you built him to be, what you wanted him to be. You can't do that in the NGE, and this is something that keeps quite a few veterans away from the game. It's something the NGE lubbers can never understand, as they don't want to build something themselves, they prefer to be locked into a developers vision of what to be.... Just like Nancy "Read'n is bad m'kay?" McIntyre said... They didn't want people to build things themselves, it was just too much reading, when they could instead build it for the players and let them be Developer X's vision of Luke or Leia or Solo...
You certainly like to generalize about the "NGE lubbers," dontcha? One of the great fallacies that exists on the MMORPG.com forums -- if you continue to play SWG, you're an idiot.
That isn't a "fallacy" it's the truth...
Paying to play a beta isn't exactly intelligent...
Ofcourse, most NGE lubbers would claim that "most" people, like them, only used a few of those professions, to make *"FotM" templates, like def stackers or Combat medic poisonchucker templates... Myself, I did quite alot... I was a commando, who tried mixing about anything with it. Commando smuggler, commando rifleman, commando BH, commando Tera Kasi, Commando Ranger, Commando Squad Leader. And most of the people I knew, never were a FotM... since I didn't hang out with the "I wanna be uber" or the "I wanna rawk PvP" or the "Glowbats is the only star wars!! Glowbats FTW" crowds. Ya know, the crowds that LIKED the NGE...
One of my best character builds, was the Commando BH Carbineer mix (MCommando with some BH and some Carbs). with it and a custom ordered carbine and flamethrower. with it, I PvP'ed unbuffed and in 30% armor, with no resists towards the FOTM damagetype of stun.... Yet, since it was a thinking mans skill build, I often found myself facing 3 to 5 rebel oponents in FOTM b uilds, who more often than they liked, ended up paying dearly for relying on FOTM and buffs instead of their brains. Ofcourse, I had a weakness to poisonchuckers...But who didn't?
Edit: Forgot to say, that what the NGE offers, is a bleak, weak and abysmall "wannabe good" character system. In the old game, you built the charackter and skills to your liking, to your playstyle or to what you wanted to be. A Commando wasn't just a commando, a Smuggler wasnt just a smuggler(without the ability to smuggle).... He was what you built him to be, what you wanted him to be. You can't do that in the NGE, and this is something that keeps quite a few veterans away from the game. It's something the NGE lubbers can never understand, as they don't want to build something themselves, they prefer to be locked into a developers vision of what to be.... Just like Nancy "Read'n is bad m'kay?" McIntyre said... They didn't want people to build things themselves, it was just too much reading, when they could instead build it for the players and let them be Developer X's vision of Luke or Leia or Solo...
You certainly like to generalize about the "NGE lubbers," dontcha? One of the great fallacies that exists on the MMORPG.com forums -- if you continue to play SWG, you're an idiot.
That isn't a "fallacy" it's the truth...
Paying to play a beta isn't exactly intelligent...
For anyone who says the so-called "vets" are innocent of having anything but pure disdain for anyone who doesn't share their taste in computer games, I point to this post right here.
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.
I have no disdain for people who play video games...
I question the logic and intelligence of those who willingly pay to play a game in beta stage. That isn't just SWG, that is several games. SWG, Vanguard, Age of Conan, Tabula Rasa (though it is now free), PotBS, AO, and probably some others...
I have no respect for those who fail to use the brain nature provided them. That is pretty much universal.
they had greedy crafters. those are gone now which is why nge is better. swg has never been a better game than it is now!
LOL!
I'm gone a few days from this forum, come back, and I read this comment.
You sir, never played the Pre-CU/NGE system, since your comment had absolutely no basis if you were talking about the TRUE player run economy of Pre-CU SWG and the crafters involved.
The cost of equipment fluctuated between servers and critical / high end resource availability. But to get good equipment for everyday use, it was readily affordable. For full template toons on Ahazi, a solid blaster could run anywhere from maybe 20k to 40k credits. A well built set of Composite Armor could run up to around 250k-300k credits. A crate of food / spices / drinks could cost something around 20k credits.
The costs of equipment were kept in check by several things:
1) There were lots of players devoted to crafting and the busines / merchant aspect of the Pre-NGE game and economy. Because of that we get:
2) Alot of competition between crafters / merchants. There were some very good crafters always competing with each other for business. Offering as best gear that they can produce for decent prices. Another thing that helped prices to remain competetive was:
3) Item decay. Most everything that mattered in the game equipment-wise WILL decay to zero condition and break. You will have to replace that high end blaster / armor / etc eventually due to wear and tear. Because of this, crafters knew they can get repeat business from the same people. Ever heard of brand / company loyalty by a consumer? Pre-NGE SWG had that.
As a combat-centric player, I shopped around alot looking for the best purchases of equipment for my credits. There were certain crafters that I eventually came back to. Why? They offered great equipment at affordable prices. Heck, a few would give discounts for "special orders" since I was a repeat customer.
Oh, regarding special orders... the crafters could produce some really great equipment but at very high credit costs. Namely due to resource / special component availability, or the difficulty in getting them. But, if you get those critical, high end components, you could do some serious wheeling and dealing to get it for far better prices.
In short, you could ask for insane prices for the gear you craft and sell. But you won't last long unless you change your practices, since customers could easily find someplace better than you to spend their credits.
Lastly, as for your comment that SWG / NGE is better than it's ever been... hehehe... I won't even mention the oversimplification of the game to coloring book standards. I'll just use this.
How are the few thousand players left in SWG? Compared to the several hundred thousand (250k-300k, depends on who you ask) of the Pre-CU days? There used to be more people in one visit to the Pre-CU Coronet Cantina than you'd see all day in the NGE era. You say everyone's spread out? Heck, so were we in the Pre-CU days. Lots of groups going in Dantooine, Lok, Dathomir, Yavin IV, etc. I'm not even counting the starter worlds.
So is SWG better than it's been before? Judging from the loss of people to the pitiful numbers left, I don't think so.
"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)
Heh, I didn't think any of those were left. I still have the zip file with Kodan' Profession Calculater that used to be off of Bloodfin.org. It was the very last build, during the CU era.
"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)
I was one of those "greedy" crafters. MWS on Rori...
my prices on most weapons with exception of enhanced ones were fairly low and stayed that way 'til NGE.. a very good t21 rifle (sliced) could go for as low as 10k or maybe even less.
now tell me.. how much do they charge for good weapons in NGE now that greedy crafters are gone 8)
they had greedy crafters. those are gone now which is why nge is better. swg has never been a better game than it is now!
LOL!
I'm gone a few days from this forum, come back, and I read this comment.
You sir, never played the Pre-CU/NGE system, since your comment had absolutely no basis if you were talking about the TRUE player run economy of Pre-CU SWG and the crafters involved.
The cost of equipment fluctuated between servers and critical / high end resource availability. But to get good equipment for everyday use, it was readily affordable. For full template toons on Ahazi, a solid blaster could run anywhere from maybe 20k to 40k credits. A well built set of Composite Armor could run up to around 250k-300k credits. A crate of food / spices / drinks could cost something around 20k credits.
The costs of equipment were kept in check by several things:
1) There were lots of players devoted to crafting and the busines / merchant aspect of the Pre-NGE game and economy. Because of that we get:
2) Alot of competition between crafters / merchants. There were some very good crafters always competing with each other for business. Offering as best gear that they can produce for decent prices. Another thing that helped prices to remain competetive was:
3) Item decay. Most everything that mattered in the game equipment-wise WILL decay to zero condition and break. You will have to replace that high end blaster / armor / etc eventually due to wear and tear. Because of this, crafters knew they can get repeat business from the same people. Ever heard of brand / company loyalty by a consumer? Pre-NGE SWG had that.
As a combat-centric player, I shopped around alot looking for the best purchases of equipment for my credits. There were certain crafters that I eventually came back to. Why? They offered great equipment at affordable prices. Heck, a few would give discounts for "special orders" since I was a repeat customer.
Oh, regarding special orders... the crafters could produce some really great equipment but at very high credit costs. Namely due to resource / special component availability, or the difficulty in getting them. But, if you get those critical, high end components, you could do some serious wheeling and dealing to get it for far better prices.
In short, you could ask for insane prices for the gear you craft and sell. But you won't last long unless you change your practices, since customers could easily find someplace better than you to spend their credits.
Lastly, as for your comment that SWG / NGE is better than it's ever been... hehehe... I won't even mention the oversimplification of the game to coloring book standards. I'll just use this.
How are the few thousand players left in SWG? Compared to the several hundred thousand (250k-300k, depends on who you ask) of the Pre-CU days? There used to be more people in one visit to the Pre-CU Coronet Cantina than you'd see all day in the NGE era. You say everyone's spread out? Heck, so were we in the Pre-CU days. Lots of groups going in Dantooine, Lok, Dathomir, Yavin IV, etc. I'm not even counting the starter worlds.
So is SWG better than it's been before? Judging from the loss of people to the pitiful numbers left, I don't think so.
it is better than before to NGE target players that preffer colorin' book to a real one because it has no illustrations and too much to read
For anyone who says the so-called "vets" are innocent of having anything but pure disdain for anyone who doesn't share their taste in computer games, I point to this post right here.
You can point to it all you want. You're still wrong.
Why would anyone be a pikeman or a swordsman in a world full of blasters? /boggle
If you got in close to people, their ranged attacks were crap I was a TKM/MasterDoc/MasterBrawler. Extremely fun times.
I gave up the master brawler when I started to get force skills, so I was then a force enhanced TKM/Doc. That was so sweet.
Also, on TKM you could get close to people then knock them down or stun them, then they'd have a hard time getting to a good range. There was a ton of strategy in the pvp and pve of the original game. The skill combinations and options and food, drink, drug buffs made the game incredibly deep.
Oh man and all the weapons did different damages and kinds of damage, and you could purchase weapon enhancements and stuff too. It was nuts.
Soooo many choices, and sooo much stuff to pick. I could spend an hour in a weapons shop alone, looking at all the goodies and considering the possibilities lol. And, you could surrender skill points and learn new weapons/skills at any time. No need for respecs. It was like a world/life simulation. You could choose a career, more or less, and live that out in a virtual world. Also, you couldn't really tell who was what, and we'd often use fake titles to mess people up.
My title at one point was accountant lol. Yeah buddy, you just got your ass kicked by an accountant .
What were all the proffessions pre-cu or NGE or whatever? Where's the list?
Artisan: The basic crafting profession. All of the other crafting professions, such as Tailor, Armorsmith, and Chef, spawn from these disciplines.
Disciplines: Engineering, Domestic Arts. Buisness, and Surveying.
Brawler: The basic melee profession, proficient in hand to hand combat and with a number of simple weapons. Other melee professions, that is skills dealing with close ranged weapons, spawn from these disciplines.
Disciplines: Polearm, One Handed Sword, Two Handed Sword, and Unarmed.
Entertainer: The basic 'buff' profession. Entertainers (and later, Dancers and Musicians) can offer dances and music which can empower your character or heal wounds.
Disciplines: Image Design, Musicianship, Dancing and Entertainment Healing.
Marksman: The basic ranged combat profession. All other professions which require use of a blaster or long ranged weapon require some of this professions disciplines as prerequisites.
Disciplines: Pistol, Carbine, Rifle, and Ranged Support.
Medic: The basic healing profession. Players investing in these disciplines are able to heal damage and wounds given to players in combat. The Doctor and Combat Medic require much of this profession be trained.
Disciplines: Diagnostics, First Aid, Pharmacology, and Organic Chemistry.
Scout: The basic light-weight profession. Scouts are initially proficient in movement and fauna identification and gathering. Advanced scouts can look forward to the professions of Creature Handler and Ranger.
Armorsmith: This profession is similar to the Weaponsmith, and will allow players to construct armor for other players to use. It most definitely requires background in the Artisan field.
Requirements: Artisan(Engineering)
Disciplines: Personal Armor, Layers, Deflectors, Technique.
Bio-Engineer: This profession is used to breed animals to be stronger and faster. It requires kowledge of the Scout and Medic fields.
Disciplines: Clone & Tissue Engineering, DNA Sampling, Techniques.
Bounty Hunter: The ultimate track and kill profession, the player bounty hunter will be both a certified scout and expert combatant. You will likely require some backing in the Scout profession, as well as Marksman.
Carabineer: This advanced Marksman professions specializes in the use of ranged carbines.
Requirements: Marksman(Carbine)
Disciplines: Assault Tactics, Marksmanship, Counterinsurgency, Special Abilities.
Chef: An accomplished Chef can create foods that will temporarily improve player's attributes. A chef requires the player to already be an accomplished Artisan.
Requirements: Artisan(Domestic Arts)
Disciplines: Entrees, Desserts, Mixology, Cooking
Combat Medic: This profession allows players to heal others and fight in the field of battle. To be a combat medic, you will require skills from the starting Medic profession.
Disciplines: Field Tactics, Heavy Weapons, Flamethrower, Acid Rifle
Creature Handler: The Creature Handler is an advanced Scout profession, and allows players to tame and train creatures to obey their commands.
Requirements: Scout(Hunting), Scout(Exploration)
Disciplines: Creature Taming, Training, Empathy, and Management.
Dancer: This profession is an advanced form of the starting Entertainer profession. It allows players to perform dances that heal and/or increase the abilities of all those who watch.
Doctor: The Doctor is an advanced Medic who has a greater capacity to heal then his starting profession counterpart.
Requirements: Master Medic
Disciplines: Wound Treatment, Treatment Speed, Medicine Knowledge & Crafting.
Droid Engineer: A Droid Engineer is an advanced Artisan profession which allows players to construct droid components and combine them to create doids.
Requirements: Artisan(Engineer)
Disciplines: Blueprints, Production, Refinement, Construction Techniques .
Fencer: The Fencer is an advanced Brawler proficient in pointy one-handed weapons. A fencer is fast and deadly in melee combat.
Requirements: Brawler(Master Onehanded Sword)
Disciplines: Styles and Grips, Footwork, Technique, Finesse.
Image Designer: Players who invest in this profession, which stems from the Artisan profession, can alter the appearance of other players - tattoos, hair styles, etc.
Requirements: Entertainer(Image Design)
Disciplines: Hairstyling, Facial, Body & Marking Customizations.
Jedi: This elite profession requires a character be Force Sensitive. It contains all the Jedi skills.
Requirements: Force Sensitivity.
Disciplines: Force Wielding.
Merchant: This profession allows players to create shops and shopkeepers and sell/buy wares. The merchant profession requires previous experience in the Artisan skill tree.
Musician: The musician is similar to the Dancer in the fact that their abilities heal and/or increase the abilities of others. Requires backing in the Entertainer skill tree.
Pikeman: A pikeman is an expert in long, blunt melee weapons. He is fast and accurate up close. To be a pikeman, you will need experience as a Brawler.
Requirements: Brawler(Master Polearm)
Disciplines: Stances, Offensive & Defensive Techniques, Support Abilities.
Pistoleer: Similar to the Carabineer profession, except with smaller and more accurate (at close range) weapons.
Requirements: Marksman(Pistol Specialist)
Disciplines: Tactics, Marksmanship, Stances and Grips, Special Abilities.
Ranger: An advanced profession that extends directly from the Scout profession. A ranger is proficient in movement over rough terrain and tracking. Some of the Ranger's disciplines are likely prerequisites for a bounty hunter profession.
Requirements: Master Scout
Disciplines: Wayfaring, Frontiering, Field Bioscience, Advanced Trapping.
Rifleman: The rifleman is extremely skillful with long ranged and accurate weapons. Will require a background as a Marksman, for sure.
Requirements: Marksman(Rifle Specialist)
Disciplines: Sniping Accuracy, Concealment Tactics, Counter-Sniping, Special Abilities.
Smuggler: A smuggler is proficient at moving illicit materials past security or 'faction police'.
Squad Leader: A squad leader is an accomplished Scout and Marksman. This profession specializes in skills that aid their group in movement and defense.
Tailor: A proficient tailor is capable of creating new and unique clothing for players. A player can change their entire look with the help of a tailor. Requires Artisan skills.
Requirements: Artisan(Domestic Arts)
Disciplines: Casual Wear, Field Wear, Formal Wear, Tailoring.
Teras Kasi Artist: Some of the most deadly unarmed Brawlers become Tera Kasi Artists, capable of rending a great deal of damage with only their fists.
Requirements: Brawler(Master Unarmed)
Disciplines: Meditative & Power Techniques, Balance, Precicion Striking.
Weaponsmith: The weaponship profession contains disciplines for the creation and maintenance of weapons. Will require backing as an Artisan.
Politician: A Politician has the powers to govern a player city. As a politician advances, his or her player city is able to expand and can include better and more efficient services.
Ooooweee! that's the world I remember Good times, good times. If I could play a pre-cu server right now, I'd go in a heartbeat...long as SOE isn't part of it :P. My inner child isn't allowed to play at Smed's house.
Ooooweee! that's the world I remember Good times, good times. If I could play a pre-cu server right now, I'd go in a heartbeat...long as SOE isn't part of it :P. My inner child isn't allowed to play at Smed's house.
and what's stoppin' ya? all ya need is swg CDs and LPE... 8)
average price i paid for good weapons pre nge: 50k average price for highest quality armor pre nge: 200k average price for highest quality food/drink pre nge: 10k per crate
To help put things in persepective for those that never played the Pre-CU/NGE system.
The average prices on my old server, Ahazi, were a tad bit different. Weapons were maybe 10k lower. Top end Composite was closer to 300k. I'd say Food / Drink / Spices were the same per crate.
Combat characters can easily accrue the money to get their needs. A full template character could go to a Mission Terminal (for NGE-only players, those things sitting around cities and settlements that nobody uses anymore) and get up to 2 stored missions for 15k credits per mission. Group up with people and you can get higher yield missions / rewards. Good example were the huge groups getting Lv36 or so Enraged Rancor missions. IIRC, the rewards were 36k / mission. Naturally these rewards were split in a group, but the group would ADD their missions together for the rewards that everyone can split.
Not to mention Pre-CU, there were XP **bonuses** for working in proximity of your group, compared to the majority of MMOs today where they **penalize** your XP gains for being in a group... And they say they support group play... HA!
Sorry to drift, but back on topic... A good example of Group Mission / Hunting were the famous Hunting Groups on Dathomir. We'd gether in large groups and actually WORK together, mission to mission, with all our missions added together. Credits were split but we reaped good XPs while at it. We'd get almost a dozen missions added up that we'd knock out 1 after the other.
It was fun stuff back in the day. There were bigger ways to make money with missions as a Combat player. But the Hunting Groups enabled you to do stuff that you weren't normally able to do. You'd also get good money, great XPs, and work with a very wide variety of people.
And the crafters were right there afterwards, competing for your money.
Everything was kept in check with the economy. No one group had the upper hand.
Edit to add: The various Terminals are still there in the NGE. I'm pretty sure they can be used the same way as before. It's just that it's irrelevant now to the NGE style. Especially when things cost in the MILLIONS now But the system and mechanics are still there, untouched I believe.
"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)
Edit to add: The various Terminals are still there in the NGE. I'm pretty sure they can be used the same way as before. It's just that it's irrelevant now to the NGE style. Especially when things cost in the MILLIONS now But the system and mechanics are still there, untouched I believe.
SOE finally realized that they couldn't provide enough content to level you all the way to 90 so they introduced a system where you could get a ton of xp for terminal mission but limited it to ten payouts per day. After the first ten missions they work the same as they always did but the money rewards aren't enough to keep up with the massive inflation everywhere else.
Edit to add: The various Terminals are still there in the NGE. I'm pretty sure they can be used the same way as before. It's just that it's irrelevant now to the NGE style. Especially when things cost in the MILLIONS now But the system and mechanics are still there, untouched I believe.
SOE finally realized that they couldn't provide enough content to level you all the way to 90 so they introduced a system where you could get a ton of xp for terminal mission but limited it to ten payouts per day. After the first ten missions they work the same as they always did but the money rewards aren't enough to keep up with the massive inflation everywhere else.
Most unusual, IMO. SOE realizes they didn't have enough content to bring you to 90, so they enable a revised Terminal System to help you in getting there, but only for so many times a day.
The monkeys at SOE never fail to boggle the mind.
What about the monetary rewards? Did they go up with the revision? Or are the credit rewards still in the 15k-36k range for a Lv90?
"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)
Most unusual, IMO. SOE realizes they didn't have enough content to bring you to 90, so they enable a revised Terminal System to help you in getting there, but only for so many times a day. The monkeys at SOE never fail to boggle the mind. What about the monetary rewards? Did they go up with the revision? Or are the credit rewards still in the 15k-36k range for a Lv90?
The rewards for a level 90 mission are in the 10-11k range. The problem they were having with mission lairs was that the gold farmers were doing them to kill the lairs, not the mobs, and lairless mobs of level 90 NPCs (the gold farmers favor the rebel/imperial mission terminals) were scattered about the various starter worlds, mostly spawned from player city mission terminals.
The system now is that you get an XP bonus for the first 10 missions per "galactic day" which runs from noon GMT +7 to noon the next day, GMT +7, which is noon Pacific Daylight Time in the US. Missions beyond that offer no additional XP bonus, and the credit rewards start to deteriorate, as a check on the gold farmers.
The other serious way to earn XP for those level 65 and up is the Meatlump Theme Park, which offers a number of repeatable quests that have nice XP payoffs for those leveling up. Generally you can only do these once a day as well.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Comments
You certainly like to generalize about the "NGE lubbers," dontcha? One of the great fallacies that exists on the MMORPG.com forums -- if you continue to play SWG, you're an idiot.
Bharrahmam, why do you post here? You know majority on this board don't like the NGE but at times it's like you are trying to provoke an argument over it. I didn't post once during the free vet trial period because I had nothing positive to say about SWG, but I sure saw you get upset over vets who only posted negative comments about SWG. So why do you do the same here? SWG forums are big enough to troll, so why troll here?
Looks like most of the other hot threads are now locked...could this one be next in line?
--------
Ten Golden Rules Of Videogame Fanboyism
"SOE has probably united more gamers in hatred than Blizzard has subs"...daelnor
You certainly like to generalize about the "NGE lubbers," dontcha? One of the great fallacies that exists on the MMORPG.com forums -- if you continue to play SWG, you're an idiot.
That isn't a "fallacy" it's the truth...
Paying to play a beta isn't exactly intelligent...
Tecmo Bowl.
You certainly like to generalize about the "NGE lubbers," dontcha? One of the great fallacies that exists on the MMORPG.com forums -- if you continue to play SWG, you're an idiot.
That isn't a "fallacy" it's the truth...
Paying to play a beta isn't exactly intelligent...
For anyone who says the so-called "vets" are innocent of having anything but pure disdain for anyone who doesn't share their taste in computer games, I point to this post right here.
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.
I have no disdain for people who play video games...
I question the logic and intelligence of those who willingly pay to play a game in beta stage. That isn't just SWG, that is several games. SWG, Vanguard, Age of Conan, Tabula Rasa (though it is now free), PotBS, AO, and probably some others...
I have no respect for those who fail to use the brain nature provided them. That is pretty much universal.
Tecmo Bowl.
Soon
right here:
www.swgcharacterbuilder.com/swg-cb.php
LOL!
I'm gone a few days from this forum, come back, and I read this comment.
You sir, never played the Pre-CU/NGE system, since your comment had absolutely no basis if you were talking about the TRUE player run economy of Pre-CU SWG and the crafters involved.
The cost of equipment fluctuated between servers and critical / high end resource availability. But to get good equipment for everyday use, it was readily affordable. For full template toons on Ahazi, a solid blaster could run anywhere from maybe 20k to 40k credits. A well built set of Composite Armor could run up to around 250k-300k credits. A crate of food / spices / drinks could cost something around 20k credits.
The costs of equipment were kept in check by several things:
1) There were lots of players devoted to crafting and the busines / merchant aspect of the Pre-NGE game and economy. Because of that we get:
2) Alot of competition between crafters / merchants. There were some very good crafters always competing with each other for business. Offering as best gear that they can produce for decent prices. Another thing that helped prices to remain competetive was:
3) Item decay. Most everything that mattered in the game equipment-wise WILL decay to zero condition and break. You will have to replace that high end blaster / armor / etc eventually due to wear and tear. Because of this, crafters knew they can get repeat business from the same people. Ever heard of brand / company loyalty by a consumer? Pre-NGE SWG had that.
As a combat-centric player, I shopped around alot looking for the best purchases of equipment for my credits. There were certain crafters that I eventually came back to. Why? They offered great equipment at affordable prices. Heck, a few would give discounts for "special orders" since I was a repeat customer.
Oh, regarding special orders... the crafters could produce some really great equipment but at very high credit costs. Namely due to resource / special component availability, or the difficulty in getting them. But, if you get those critical, high end components, you could do some serious wheeling and dealing to get it for far better prices.
In short, you could ask for insane prices for the gear you craft and sell. But you won't last long unless you change your practices, since customers could easily find someplace better than you to spend their credits.
Lastly, as for your comment that SWG / NGE is better than it's ever been... hehehe... I won't even mention the oversimplification of the game to coloring book standards. I'll just use this.
How are the few thousand players left in SWG? Compared to the several hundred thousand (250k-300k, depends on who you ask) of the Pre-CU days? There used to be more people in one visit to the Pre-CU Coronet Cantina than you'd see all day in the NGE era. You say everyone's spread out? Heck, so were we in the Pre-CU days. Lots of groups going in Dantooine, Lok, Dathomir, Yavin IV, etc. I'm not even counting the starter worlds.
So is SWG better than it's been before? Judging from the loss of people to the pitiful numbers left, I don't think so.
"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)
right here:
www.swgcharacterbuilder.com/swg-cb.php
Heh, I didn't think any of those were left. I still have the zip file with Kodan' Profession Calculater that used to be off of Bloodfin.org. It was the very last build, during the CU era.
"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)
I was one of those "greedy" crafters. MWS on Rori...
my prices on most weapons with exception of enhanced ones were fairly low and stayed that way 'til NGE.. a very good t21 rifle (sliced) could go for as low as 10k or maybe even less.
now tell me.. how much do they charge for good weapons in NGE now that greedy crafters are gone 8)
average price i paid for good weapons pre nge: 50k
average price for highest quality armor pre nge: 200k
average price for highest quality food/drink pre nge: 10k per crate
LOL!
I'm gone a few days from this forum, come back, and I read this comment.
You sir, never played the Pre-CU/NGE system, since your comment had absolutely no basis if you were talking about the TRUE player run economy of Pre-CU SWG and the crafters involved.
The cost of equipment fluctuated between servers and critical / high end resource availability. But to get good equipment for everyday use, it was readily affordable. For full template toons on Ahazi, a solid blaster could run anywhere from maybe 20k to 40k credits. A well built set of Composite Armor could run up to around 250k-300k credits. A crate of food / spices / drinks could cost something around 20k credits.
The costs of equipment were kept in check by several things:
1) There were lots of players devoted to crafting and the busines / merchant aspect of the Pre-NGE game and economy. Because of that we get:
2) Alot of competition between crafters / merchants. There were some very good crafters always competing with each other for business. Offering as best gear that they can produce for decent prices. Another thing that helped prices to remain competetive was:
3) Item decay. Most everything that mattered in the game equipment-wise WILL decay to zero condition and break. You will have to replace that high end blaster / armor / etc eventually due to wear and tear. Because of this, crafters knew they can get repeat business from the same people. Ever heard of brand / company loyalty by a consumer? Pre-NGE SWG had that.
As a combat-centric player, I shopped around alot looking for the best purchases of equipment for my credits. There were certain crafters that I eventually came back to. Why? They offered great equipment at affordable prices. Heck, a few would give discounts for "special orders" since I was a repeat customer.
Oh, regarding special orders... the crafters could produce some really great equipment but at very high credit costs. Namely due to resource / special component availability, or the difficulty in getting them. But, if you get those critical, high end components, you could do some serious wheeling and dealing to get it for far better prices.
In short, you could ask for insane prices for the gear you craft and sell. But you won't last long unless you change your practices, since customers could easily find someplace better than you to spend their credits.
Lastly, as for your comment that SWG / NGE is better than it's ever been... hehehe... I won't even mention the oversimplification of the game to coloring book standards. I'll just use this.
How are the few thousand players left in SWG? Compared to the several hundred thousand (250k-300k, depends on who you ask) of the Pre-CU days? There used to be more people in one visit to the Pre-CU Coronet Cantina than you'd see all day in the NGE era. You say everyone's spread out? Heck, so were we in the Pre-CU days. Lots of groups going in Dantooine, Lok, Dathomir, Yavin IV, etc. I'm not even counting the starter worlds.
So is SWG better than it's been before? Judging from the loss of people to the pitiful numbers left, I don't think so.
it is better than before to NGE target players that preffer colorin' book to a real one because it has no illustrations and too much to read
You can point to it all you want. You're still wrong.
If you got in close to people, their ranged attacks were crap I was a TKM/MasterDoc/MasterBrawler. Extremely fun times.
I gave up the master brawler when I started to get force skills, so I was then a force enhanced TKM/Doc. That was so sweet.
Also, on TKM you could get close to people then knock them down or stun them, then they'd have a hard time getting to a good range. There was a ton of strategy in the pvp and pve of the original game. The skill combinations and options and food, drink, drug buffs made the game incredibly deep.
Oh man and all the weapons did different damages and kinds of damage, and you could purchase weapon enhancements and stuff too. It was nuts.
Soooo many choices, and sooo much stuff to pick. I could spend an hour in a weapons shop alone, looking at all the goodies and considering the possibilities lol. And, you could surrender skill points and learn new weapons/skills at any time. No need for respecs. It was like a world/life simulation. You could choose a career, more or less, and live that out in a virtual world. Also, you couldn't really tell who was what, and we'd often use fake titles to mess people up.
My title at one point was accountant lol. Yeah buddy, you just got your ass kicked by an accountant .
Artisan: The basic crafting profession. All of the other crafting professions, such as Tailor, Armorsmith, and Chef, spawn from these disciplines.
Disciplines: Engineering, Domestic Arts. Buisness, and Surveying.
Brawler: The basic melee profession, proficient in hand to hand combat and with a number of simple weapons. Other melee professions, that is skills dealing with close ranged weapons, spawn from these disciplines.
Disciplines: Polearm, One Handed Sword, Two Handed Sword, and Unarmed.
Entertainer: The basic 'buff' profession. Entertainers (and later, Dancers and Musicians) can offer dances and music which can empower your character or heal wounds.
Disciplines: Image Design, Musicianship, Dancing and Entertainment Healing.
Marksman: The basic ranged combat profession. All other professions which require use of a blaster or long ranged weapon require some of this professions disciplines as prerequisites.
Disciplines: Pistol, Carbine, Rifle, and Ranged Support.
Medic: The basic healing profession. Players investing in these disciplines are able to heal damage and wounds given to players in combat. The Doctor and Combat Medic require much of this profession be trained.
Disciplines: Diagnostics, First Aid, Pharmacology, and Organic Chemistry.
Scout: The basic light-weight profession. Scouts are initially proficient in movement and fauna identification and gathering. Advanced scouts can look forward to the professions of Creature Handler and Ranger.
Disciplines: Exploration, Hunting, Survival, Trapping.
Advanced/Elite
Architect: This professions allows players to construct buildings and other structures. It requires some background in the Artisan profession.
Requirements: Artisan(Engineering)
Disciplines: Furniture, Construction, Installations, Buildings
Armorsmith: This profession is similar to the Weaponsmith, and will allow players to construct armor for other players to use. It most definitely requires background in the Artisan field.
Requirements: Artisan(Engineering)
Disciplines: Personal Armor, Layers, Deflectors, Technique.
Bio-Engineer: This profession is used to breed animals to be stronger and faster. It requires kowledge of the Scout and Medic fields.
Requirements: Scout(Hunting), Medic(Organic Chemistry)
Disciplines: Clone & Tissue Engineering, DNA Sampling, Techniques.
Bounty Hunter: The ultimate track and kill profession, the player bounty hunter will be both a certified scout and expert combatant. You will likely require some backing in the Scout profession, as well as Marksman.
Requirements: Master Scout, Master Marksman
Disciplines: Investigation, Bounty Carbine & Pistol, Light Lightning Cannon.
Carabineer: This advanced Marksman professions specializes in the use of ranged carbines.
Requirements: Marksman(Carbine)
Disciplines: Assault Tactics, Marksmanship, Counterinsurgency, Special Abilities.
Chef: An accomplished Chef can create foods that will temporarily improve player's attributes. A chef requires the player to already be an accomplished Artisan.
Requirements: Artisan(Domestic Arts)
Disciplines: Entrees, Desserts, Mixology, Cooking
Combat Medic: This profession allows players to heal others and fight in the field of battle. To be a combat medic, you will require skills from the starting Medic profession.
Requirements: Master Medic, Marksman(Ranged Support)
Disciplines: Healing Distance, Healing Speed, Medicine Crafting, Support.
Commando: A commando has the combined skills of a Brawler and a Marksman, and is deadly in both melee and ranged combat.
Requirements: Master Marksman, Brawler(Master Unarmed)
Disciplines: Field Tactics, Heavy Weapons, Flamethrower, Acid Rifle
Creature Handler: The Creature Handler is an advanced Scout profession, and allows players to tame and train creatures to obey their commands.
Requirements: Scout(Hunting), Scout(Exploration)
Disciplines: Creature Taming, Training, Empathy, and Management.
Dancer: This profession is an advanced form of the starting Entertainer profession. It allows players to perform dances that heal and/or increase the abilities of all those who watch.
Requirements: Entertainer(Dancing)
Disciplines: Technique, Wound Healing, Knowledge, Fatigue Healing.
Doctor: The Doctor is an advanced Medic who has a greater capacity to heal then his starting profession counterpart.
Requirements: Master Medic
Disciplines: Wound Treatment, Treatment Speed, Medicine Knowledge & Crafting.
Droid Engineer: A Droid Engineer is an advanced Artisan profession which allows players to construct droid components and combine them to create doids.
Requirements: Artisan(Engineer)
Disciplines: Blueprints, Production, Refinement, Construction Techniques .
Fencer: The Fencer is an advanced Brawler proficient in pointy one-handed weapons. A fencer is fast and deadly in melee combat.
Requirements: Brawler(Master Onehanded Sword)
Disciplines: Styles and Grips, Footwork, Technique, Finesse.
Image Designer: Players who invest in this profession, which stems from the Artisan profession, can alter the appearance of other players - tattoos, hair styles, etc.
Requirements: Entertainer(Image Design)
Disciplines: Hairstyling, Facial, Body & Marking Customizations.
Jedi: This elite profession requires a character be Force Sensitive. It contains all the Jedi skills.
Requirements: Force Sensitivity.
Disciplines: Force Wielding.
Merchant: This profession allows players to create shops and shopkeepers and sell/buy wares. The merchant profession requires previous experience in the Artisan skill tree.
Requirements: Artisan(Buisness)
Disciplines: Advertising, Efficieny, Hiring, Management.
Musician: The musician is similar to the Dancer in the fact that their abilities heal and/or increase the abilities of others. Requires backing in the Entertainer skill tree.
Requirements: Entertainer(Musical)
Disciplines: Technique, Wound Healing, Knowledge, Fatigue Healing.
Pikeman: A pikeman is an expert in long, blunt melee weapons. He is fast and accurate up close. To be a pikeman, you will need experience as a Brawler.
Requirements: Brawler(Master Polearm)
Disciplines: Stances, Offensive & Defensive Techniques, Support Abilities.
Pistoleer: Similar to the Carabineer profession, except with smaller and more accurate (at close range) weapons.
Requirements: Marksman(Pistol Specialist)
Disciplines: Tactics, Marksmanship, Stances and Grips, Special Abilities.
Ranger: An advanced profession that extends directly from the Scout profession. A ranger is proficient in movement over rough terrain and tracking. Some of the Ranger's disciplines are likely prerequisites for a bounty hunter profession.
Requirements: Master Scout
Disciplines: Wayfaring, Frontiering, Field Bioscience, Advanced Trapping.
Rifleman: The rifleman is extremely skillful with long ranged and accurate weapons. Will require a background as a Marksman, for sure.
Requirements: Marksman(Rifle Specialist)
Disciplines: Sniping Accuracy, Concealment Tactics, Counter-Sniping, Special Abilities.
Smuggler: A smuggler is proficient at moving illicit materials past security or 'faction police'.
Requirements: Marksman(Pistol Specialist), Brawler(Master Unarmed)
Disciplines: Underworld, Slicing, Dirty Fighting, Spices
Squad Leader: A squad leader is an accomplished Scout and Marksman. This profession specializes in skills that aid their group in movement and defense.
Requirements: Scout(Exploration), Scout(Survival), Marksman(???)
Disciplines: Mobility, Strategy, Leadership, Tactics.
Swordsman: This profession contains disciplines related to the use of two handed swords and other such weapons. Requires backing as a Brawler.
Requirements: Brawler(Master Twohanded Sword)
Disciplines: Offense, Techniques, Defense, Finesse.
Tailor: A proficient tailor is capable of creating new and unique clothing for players. A player can change their entire look with the help of a tailor. Requires Artisan skills.
Requirements: Artisan(Domestic Arts)
Disciplines: Casual Wear, Field Wear, Formal Wear, Tailoring.
Teras Kasi Artist: Some of the most deadly unarmed Brawlers become Tera Kasi Artists, capable of rending a great deal of damage with only their fists.
Requirements: Brawler(Master Unarmed)
Disciplines: Meditative & Power Techniques, Balance, Precicion Striking.
Weaponsmith: The weaponship profession contains disciplines for the creation and maintenance of weapons. Will require backing as an Artisan.
Requirements: Artisan(Engineering)
Disciplines: Melee Weapon, Firearm, Munitions, Technique.
Politician: A Politician has the powers to govern a player city. As a politician advances, his or her player city is able to expand and can include better and more efficient services.
Requirements: Apprenticeship XP
read original > http://www.swgalaxies.net/database/index.php?id=89
Ooooweee! that's the world I remember Good times, good times. If I could play a pre-cu server right now, I'd go in a heartbeat...long as SOE isn't part of it :P. My inner child isn't allowed to play at Smed's house.
and what's stoppin' ya? all ya need is swg CDs and LPE... 8)
To help put things in persepective for those that never played the Pre-CU/NGE system.
The average prices on my old server, Ahazi, were a tad bit different. Weapons were maybe 10k lower. Top end Composite was closer to 300k. I'd say Food / Drink / Spices were the same per crate.
Combat characters can easily accrue the money to get their needs. A full template character could go to a Mission Terminal (for NGE-only players, those things sitting around cities and settlements that nobody uses anymore) and get up to 2 stored missions for 15k credits per mission. Group up with people and you can get higher yield missions / rewards. Good example were the huge groups getting Lv36 or so Enraged Rancor missions. IIRC, the rewards were 36k / mission. Naturally these rewards were split in a group, but the group would ADD their missions together for the rewards that everyone can split.
Not to mention Pre-CU, there were XP **bonuses** for working in proximity of your group, compared to the majority of MMOs today where they **penalize** your XP gains for being in a group... And they say they support group play... HA!
Sorry to drift, but back on topic... A good example of Group Mission / Hunting were the famous Hunting Groups on Dathomir. We'd gether in large groups and actually WORK together, mission to mission, with all our missions added together. Credits were split but we reaped good XPs while at it. We'd get almost a dozen missions added up that we'd knock out 1 after the other.
It was fun stuff back in the day. There were bigger ways to make money with missions as a Combat player. But the Hunting Groups enabled you to do stuff that you weren't normally able to do. You'd also get good money, great XPs, and work with a very wide variety of people.
And the crafters were right there afterwards, competing for your money.
Everything was kept in check with the economy. No one group had the upper hand.
Edit to add: The various Terminals are still there in the NGE. I'm pretty sure they can be used the same way as before. It's just that it's irrelevant now to the NGE style. Especially when things cost in the MILLIONS now But the system and mechanics are still there, untouched I believe.
"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)
SOE finally realized that they couldn't provide enough content to level you all the way to 90 so they introduced a system where you could get a ton of xp for terminal mission but limited it to ten payouts per day. After the first ten missions they work the same as they always did but the money rewards aren't enough to keep up with the massive inflation everywhere else.
SOE finally realized that they couldn't provide enough content to level you all the way to 90 so they introduced a system where you could get a ton of xp for terminal mission but limited it to ten payouts per day. After the first ten missions they work the same as they always did but the money rewards aren't enough to keep up with the massive inflation everywhere else.
Most unusual, IMO. SOE realizes they didn't have enough content to bring you to 90, so they enable a revised Terminal System to help you in getting there, but only for so many times a day.
The monkeys at SOE never fail to boggle the mind.
What about the monetary rewards? Did they go up with the revision? Or are the credit rewards still in the 15k-36k range for a Lv90?
"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)
Only read the first post - so here they are from memory.
Basic Classes: Artisan, Brawler, Entertainer, Marksman, Medic, Politician, Scout
Elite Classes: Armorsmith, Weaponsmith, Droid Engineer, Businessman, Chef, Architect, Tailor, Swordsman, Pikeman, TK artist, Fencer, Dancer, Musician, Image Designer, Carbineer, Pistoleer, Rifleman, Doctor, Ranger, Creature Handler
Hybrids Classes: Commando, Smuggler, Bounty Hunter, BioEngineer, Squad Leader, Combat Medic,
Probably missed some, but these are the ones I remember.
The rewards for a level 90 mission are in the 10-11k range. The problem they were having with mission lairs was that the gold farmers were doing them to kill the lairs, not the mobs, and lairless mobs of level 90 NPCs (the gold farmers favor the rebel/imperial mission terminals) were scattered about the various starter worlds, mostly spawned from player city mission terminals.
The system now is that you get an XP bonus for the first 10 missions per "galactic day" which runs from noon GMT +7 to noon the next day, GMT +7, which is noon Pacific Daylight Time in the US. Missions beyond that offer no additional XP bonus, and the credit rewards start to deteriorate, as a check on the gold farmers.
The other serious way to earn XP for those level 65 and up is the Meatlump Theme Park, which offers a number of repeatable quests that have nice XP payoffs for those leveling up. Generally you can only do these once a day as well.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi