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Star Wars Galaxies: User Created Content Interview

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Comments

  • nekollxnekollx Member Posts: 570
    Originally posted by JYCowboy

    Originally posted by nekollx


     so i have t loot for components to add to my own quests...bah
     
    pass



     

    There is an alternative.  You can run others quests and earn silver coins towards booster packs for Chronicles Relics.  But its just as easy to kill... well, everything in the game to get relics.  You can also craft to earn them as well.

    or i can jsut load City of Heroes and do....nothing to get most of the architect centent i need to make a story

  • ShadowsladyShadowslady Member UncommonPosts: 148
    Originally posted by Legato89


    Oh boy, I already see where this thread is going. Bunch of crying vets who can't let go remembering the "good ol days".

     

     

    Ugh. I can see where this is going. A retard with nothing much to offer except point click. point click.

    Shadowlord Sage
    CmdrAkbar

    Napa Valley, UO, 1997.

  • MindTriggerMindTrigger Member Posts: 2,596
    Originally posted by Shohadaku


     SWG in many ways is better now then pre cu.
    No longer is it about who has the uber mind dot weapon.
    Auto target is back. Crafting is the best out of any MMO and is very important. 
    Expertise system lets you mimmick many of the old templet mixes.
    Pre CU vets still looking for their "SWG" really need to give SWG a honest look. I did in 08' and I been back enjoying it ever since.

     

    1) There are *some* things that are better about the game as it stands today, I agree, but they ripped the soul of the game out when they removed the skill system, and all the unique professions.  Like all the other class-based games out there, SWG is full of character clones, and anything resembling individuality is long gone.  This, in my opinion is a HUGE problem with almost every game on the market today.

    2) agreed on Mind Dots

    3)  Crafting is still basically the same great system, but it's useless for most trader paths.  Players simply do not need or care about most of the crafted items, unlike the pre-nge version of the game where the player driven economy was probably the strongest aspect of the entire game. (see my last comment below for more info on this)

    4) The Expertise system is a hollowed out shell compared to the old skill system, and you can't dabble anywhere near as much to create interesting and unique characters.  It's a step in the right direction, but it's not enough.

    I go back and check into the game every six months or so, and the game just feels soulless now.  The players were the game before.  Now you have to actually rely on the game play elements to have fun, and by that measure, the game is still very broken and fragmented.

    As a side note: One of the reasons Pre-NGE SWG worked so well, and developed a strong in-game community was that you could only have ONE character per paid account on each server, unless you unlocked your jedi slot.  Because of this, all the players on the server learned to interact with one another, much like they do in real life, to get things done.  What you have in SWG and almost all the other games on the market today, is a system where people can roll almost as many toons as they want, and they don't need other player for anything.  Yes, in the old SWG some people bought multiple accounts, but even if you had two paid accounts, you still had to rely on other people for day to day tasks.  In my humble opinion, this was another key ingredient in the recipe that created the strong, intertwined community that us vets loved.  There are other reasons too, but this is a big one.

    A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  • JYCowboyJYCowboy Member UncommonPosts: 652
    Originally posted by MindTrigger


    As a side note: One of the reasons Pre-NGE SWG worked so well, and developed a strong in-game community was that you could only have ONE character per paid account on each server, unless you unlocked your jedi slot.  Because of this, all the players on the server learned to interact with one another, much like they do in real life, to get things done.  What you have in SWG and almost all the other games on the market today, is a system where people can roll almost as many toons as they want, and they don't need other player for anything.  Yes, in the old SWG some people bought multiple accounts, but even if you had two paid accounts, you still had to rely on other people for day to day tasks.  In my humble opinion, this was another key ingredient in the recipe that created the strong, intertwined community that us vets loved.  There are other reasons too, but this is a big one.



     

    This was also one of the elements of the Pre-NGE's down fall.  No matter how much you and I loved the interdependance of the game there were many more that didn't.  A great many players did not want thier game play dependent on others.  You may believe that no one posted such complaint but the majority that dont post just left.  It wasn't the dedicated player that SOE & LA wanted but those that left silently in mass or wouldn't try the game after tasting the waters in WOW.  Which was a bigger demographic?

  • MindTriggerMindTrigger Member Posts: 2,596
    Originally posted by JYCowboy

    Originally posted by MindTrigger


    As a side note: One of the reasons Pre-NGE SWG worked so well, and developed a strong in-game community was that you could only have ONE character per paid account on each server, unless you unlocked your jedi slot.  Because of this, all the players on the server learned to interact with one another, much like they do in real life, to get things done.  What you have in SWG and almost all the other games on the market today, is a system where people can roll almost as many toons as they want, and they don't need other player for anything.  Yes, in the old SWG some people bought multiple accounts, but even if you had two paid accounts, you still had to rely on other people for day to day tasks.  In my humble opinion, this was another key ingredient in the recipe that created the strong, intertwined community that us vets loved.  There are other reasons too, but this is a big one.



     

    This was also one of the elements of the Pre-NGE's down fall.  No matter how much you and I loved the interdependance of the game there were many more that didn't.  A great many players did not want thier game play dependent on others.  You may believe that no one posted such complaint but the majority that dont post just left.  It wasn't the dedicated player that SOE & LA wanted but those that left silently in mass or wouldn't try the game after tasting the waters in WOW.  Which was a bigger demographic?

     

    Yes, and now that every one of those soloists have got their way, virtually every game out on the market today is a yawn-fest.  There are no communities and very little player interaction. People barely even talk to each other within their own guilds let alone outside of them.  Then people sit back and wonder why they are getting sick of the games and the whole genre. You don't get your cake and eat it to.  If you want your game to be a virtual world, then there has to be structure that make it so.

    All this means to me is that there is plenty of room for more smaller MMO's that don't cater to the solo players who crave instant gratification.  I understand which demographic is bigger.  I also know that there is a growing number of gamers who are sick of being led around by the nose in all these shallow games.  Try one theme park and you have tried them all.

    Ultimately, the whole genre will have to evolve due to evolving tastes of the players.  The Disney Land o' Quests game theory wares thin quickly.  Especially after you leave a game like WoW looking for something more/different.  There will always be a big market for the WoW-clones, but there is a growing market looking for something deeper.

    A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  • JYCowboyJYCowboy Member UncommonPosts: 652
    Originally posted by MindTrigger

    Originally posted by JYCowboy

    Originally posted by MindTrigger


    As a side note: One of the reasons Pre-NGE SWG worked so well, and developed a strong in-game community was that you could only have ONE character per paid account on each server, unless you unlocked your jedi slot.  Because of this, all the players on the server learned to interact with one another, much like they do in real life, to get things done.  What you have in SWG and almost all the other games on the market today, is a system where people can roll almost as many toons as they want, and they don't need other player for anything.  Yes, in the old SWG some people bought multiple accounts, but even if you had two paid accounts, you still had to rely on other people for day to day tasks.  In my humble opinion, this was another key ingredient in the recipe that created the strong, intertwined community that us vets loved.  There are other reasons too, but this is a big one.



     

    This was also one of the elements of the Pre-NGE's down fall.  No matter how much you and I loved the interdependance of the game there were many more that didn't.  A great many players did not want thier game play dependent on others.  You may believe that no one posted such complaint but the majority that dont post just left.  It wasn't the dedicated player that SOE & LA wanted but those that left silently in mass or wouldn't try the game after tasting the waters in WOW.  Which was a bigger demographic?

     

    Yes, and now that every one of those soloists have got their way, virtually every game out on the market today is a yawn-fest.  There are no communities and very little player interaction. People barely even talk to each other within their own guilds let alone outside of them.  Then people sit back and wonder why they are getting sick of the games and the whole genre. You don't get your cake and eat it to.  If you want your game to be a virtual world, then there has to be structure that make it so.

    All this means to me is that there is plenty of room for more smaller MMO's that don't cater to the solo players who crave instant gratification.  I understand which demographic is bigger.  I also know that there is a growing number of gamers who are sick of being led around by the nose in all these shallow games.  Try one theme park and you have tried them all.

    Ultimately, the whole genre will have to evolve due to evolving tastes of the players.  The Disney Land o' Quests game theory wares thin quickly.  Especially after you leave a game like WoW looking for something more/different.  There will always be a big market for the WoW-clones, but there is a growing market looking for something deeper.



     

    Correct, and this is further the trend when an IP enters the market.  IP holders don't want experiments or systems that have proven to perform less than WOW.  This is why I am sad for STO not exploring its full potential as the techie game it should be.  EVE is proving to be the only sandbox, successful MMO, but it took 6 years to get there.  The "box on the shelf" mentality still prevails with those holding IP's.

  • mauchoman55mauchoman55 Member Posts: 24
    Originally posted by Deleted User


    Know what I think?   I think they are scrambling for new content before the next SW themed game gets released.
     
    IMHO, sounds like a last ditch effort.
     
     

     

    Last ditch effort would be to restore the original game :) wouldn't that be just hilarious. I think it'd be.

  • TormDKTormDK Member UncommonPosts: 101
    Originally posted by MindTrigger 
    As a side note: One of the reasons Pre-NGE SWG worked so well, and developed a strong in-game community was that you could only have ONE character per paid account on each server, unless you unlocked your jedi slot.  Because of this, all the players on the server learned to interact with one another, much like they do in real life, to get things done.  What you have in SWG and almost all the other games on the market today, is a system where people can roll almost as many toons as they want, and they don't need other player for anything.  Yes, in the old SWG some people bought multiple accounts, but even if you had two paid accounts, you still had to rely on other people for day to day tasks.  In my humble opinion, this was another key ingredient in the recipe that created the strong, intertwined community that us vets loved.  There are other reasons too, but this is a big one.

     

    I agree completely. The community that evolved on the various servers I have not found matched anywhere else.

     

    I've always considered it odd that developers haven't stolen the good parts of SWG and improved apon them, but I guess this is because it's not mainstream enough and thus does not carter for a large enough player base to warrent.

    A shame.

  • JYCowboyJYCowboy Member UncommonPosts: 652
    Originally posted by TormDK

    Originally posted by MindTrigger 
    As a side note: One of the reasons Pre-NGE SWG worked so well, and developed a strong in-game community was that you could only have ONE character per paid account on each server, unless you unlocked your jedi slot.  Because of this, all the players on the server learned to interact with one another, much like they do in real life, to get things done.  What you have in SWG and almost all the other games on the market today, is a system where people can roll almost as many toons as they want, and they don't need other player for anything.  Yes, in the old SWG some people bought multiple accounts, but even if you had two paid accounts, you still had to rely on other people for day to day tasks.  In my humble opinion, this was another key ingredient in the recipe that created the strong, intertwined community that us vets loved.  There are other reasons too, but this is a big one.

     

    I agree completely. The community that evolved on the various servers I have not found matched anywhere else.

     

    I've always considered it odd that developers haven't stolen the good parts of SWG and improved apon them, but I guess this is because it's not mainstream enough and thus does not carter for a large enough player base to warrent.

    A shame.

    And there is one of your answers to why there is no company making a Pre-CU/NGE like game.  It is seen by the industry as a failure because it was loosing subs.  It was loosing subs because it was an incomplete buggy game... not the format.  It became a moot point, however, when WOW launched and all eyes hovered to the prize.

     

  • TetheredTethered Member UncommonPosts: 55

    Its been years since the NGE/CU stuff and the same people who still have not let their disappointment/anger go, keep coming back to SWG and making comments, its like a sick twisted love-hate thing that they keep coming back to nourish and wallow in it.

    Its seriously disturbing, but to each their own.

    I know, I know I miss it too and I stopped playing a long time ago, I play now but I treat it as a whole different game and enjoy it...I really missed the crafting and love playing gawd with the incubator and pumping out little mutants =),

    Combat is eehh, no better, no worse then a lot of games I play...which is considerable, I spend a crap load per month on sub's..

    But I have 4 houses setup, with my crafters and I got a decent business going selling resources and animals, its fun for me and thats what I pay the sub's for.

    Hope this new content will add another dimension to the game and if the game bombs..well there are tons of other places I will spend my money and new games always coming down the line to try.

    Let the anger go, its a dead dog and no matter how much we beat it...it is still dead.

    You know you are old when the dev's on the games you play are almost young enough to be your grand-kids.

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