$OE lies list http://www.rlmmo.com/viewtopic.php?t=424&start=0 " And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
I did, both account. And so did my guild all 70+ of them. There are none left. And none of the old crafters i had on my friendlist or freinds i used to grind with. 150+ on my frindlist. I see 2-3 on.(They was added after the NGE)
Pre-CU might save them, but i think its gotta come with a plan and new leadership to succeed.
Hauken Stormchaser I want pre-CU back Station.com : We got your game Yeah?, Well i want it back!!!
The CU was better than pub 12. Granted the dopey, cartoonish icons for the abilites was alittle much, but I think you're looking at the situation with rose-colored glasses.
The que system was lame. You could make a macro that fought stuff endlessly. There was no cap on what you could or couldn't do with macros. Too many people would take advantage of it and the game, as a whole, wouldn't be fun.
The long lines for doctors buffs was stupid too. There was no ceiling for those buffs. It made ayone damn near invincible, for quite sometime. I enjoyed grouping with people and grind FS exp during the CU.
Hologrinding was horrible. It killed the game and caused massive disruption for the economy. I will admit though that back then there were groups of people banded together in entertainers groups which was alot of fun. I didn't think it would be when my holocron said to master it, but it was.
Jedi were all running around in composite armor, and while composite looks cooler than the new Padawan robes, EVERYONE was running around in composite armor. The only thing that set people apart were the color schemes of their armor.
The wait times on shuttles and ships was alot longer, JtLS wasn't live then.
Should I even bother going on?
In closing, I agree that the NGE sucks rancid tuna from a homeless person's dirty stink hole, but a roll back to pub 12 is not the answer. Neither is a roll back to the CU.
All three of those eras in SWG's history had major problems that didn't apeal to many people.
Three strikes and you're out. I don't think that there is any hope for the future of SWG.
I am, however, holding out hope that a new Star Wars MMO will be developed in the near future.
Originally posted by DuraheLL if we doesn't quit WE LEARNED NOTHING. Luckily we all did, right? RIGHT?!
4 accounts closed in my house, 2 from me, 2 from the hubby. Classic servers or nothing.
If we all don't quit or keep resubscribing we are making SOE think that we are happy paying customers. The only way to tell them how we feel is to hit them in the wallet.
Originally posted by Starnick Originally posted by Gozzar Originally posted by pirrg what is this "pre-cu" of which you speak?
pub 12 before the "combat upgrade"
It was more around Publish 15...
and Cyrogenic is right with "All three of those eras in SWG's history had major problems that didn't apeal to many people."
It's not enough to bring pre-CU back, because you'll still have the same old problems that plagued it. It needs to come back working and better.
I'd have to disagree here. There were quite a few more players back then. If anything, Pre-CU severs would double their subs and the NGE servers would empty overnight.
I'm not saying Pre-CU was perfect, it wasn't, but it was WAY better than the junk that's live now, even in it's flawed state.
Heck, I'd even take the CU...
I'll start my own SWG... with Black Jack... and Hookers!!!
Originally posted by Kryogenic The CU was better than pub 12. Granted the dopey, cartoonish icons for the abilites was alittle much, but I think you're looking at the situation with rose-colored glasses. The que system was lame. You could make a macro that fought stuff endlessly. There was no cap on what you could or couldn't do with macros. Too many people would take advantage of it and the game, as a whole, wouldn't be fun. The long lines for doctors buffs was stupid too. There was no ceiling for those buffs. It made ayone damn near invincible, for quite sometime. I enjoyed grouping with people and grind FS exp during the CU. Hologrinding was horrible. It killed the game and caused massive disruption for the economy. I will admit though that back then there were groups of people banded together in entertainers groups which was alot of fun. I didn't think it would be when my holocron said to master it, but it was. Jedi were all running around in composite armor, and while composite looks cooler than the new Padawan robes, EVERYONE was running around in composite armor. The only thing that set people apart were the color schemes of their armor. The wait times on shuttles and ships was alot longer, JtLS wasn't live then. Should I even bother going on? In closing, I agree that the NGE sucks rancid tuna from a homeless person's dirty stink hole, but a roll back to pub 12 is not the answer. Neither is a roll back to the CU. All three of those eras in SWG's history had major problems that didn't apeal to many people. Three strikes and you're out. I don't think that there is any hope for the future of SWG. I am, however, holding out hope that a new Star Wars MMO will be developed in the near future.
Originally posted by Kryogenic The CU was better than pub 12. Granted the dopey, cartoonish icons for the abilites was alittle much, but I think you're looking at the situation with rose-colored glasses. The que system was lame. You could make a macro that fought stuff endlessly. There was no cap on what you could or couldn't do with macros. Too many people would take advantage of it and the game, as a whole, wouldn't be fun. The long lines for doctors buffs was stupid too. There was no ceiling for those buffs. It made ayone damn near invincible, for quite sometime. I enjoyed grouping with people and grind FS exp during the CU. Hologrinding was horrible. It killed the game and caused massive disruption for the economy. I will admit though that back then there were groups of people banded together in entertainers groups which was alot of fun. I didn't think it would be when my holocron said to master it, but it was. Jedi were all running around in composite armor, and while composite looks cooler than the new Padawan robes, EVERYONE was running around in composite armor. The only thing that set people apart were the color schemes of their armor. The wait times on shuttles and ships was alot longer, JtLS wasn't live then. Should I even bother going on? In closing, I agree that the NGE sucks rancid tuna from a homeless person's dirty stink hole, but a roll back to pub 12 is not the answer. Neither is a roll back to the CU. All three of those eras in SWG's history had major problems that didn't apeal to many people. Three strikes and you're out. I don't think that there is any hope for the future of SWG. I am, however, holding out hope that a new Star Wars MMO will be developed in the near future.
One attempt to reply to this already but one kitten paw on a keyboard and it all goes away so trying again...
What pre-CU had that CU didn't:
1. ents were necessary...this was the only "era" in which one HAD to visit ents, the best it's been since then are some pitiful buffs and cloning sickness (which is healed in a few seconds by ents, is healed quicker by paying a droid at the cloning facility--esp when factoring in the time it takes to locate an ent, and heals itself in a few minutes)
2. lack of cl on players...a player could play at any place on any planet at any time, sure some players were highly likely to die on harder planets/elite mobs/pois but a person could go all the way from newb to master of elite combat profession on Tat if the person wanted, and never in pre-cu when looking for a hunting group was I told "sorry, I already have enough low level people in my group"
3. buffs/spices/food meant something....sure they needed to be weakened/balanced some but not to the point they were
4. armor meant something...yes, it also needed to be weakened (esp the comp armor) but in CU I couldn't really tell the difference between having armor equipped and not having it equipped
5. DECAY...kept those creds flowing and made the game a bit more challenging
6. creds did not come so quickly/easily...in pre-CU when one hunted in a group, the creds for the mission were divided amongst members, in CU the reward for missions went up and each member of the group got the entire payout
7. groups were optional (and I'm not talking about solo groups)...in CU one needed groups (not just to get higher level missions/faster xp but soloing a mission at one's level could be a pain) and in NGE grouping to do lairs is pretty much ridiculous, true SOE should have done something to encourage hunting in groups but choice is nice
Originally posted by matraque Originally posted by Kryogenic The CU was better than pub 12. Granted the dopey, cartoonish icons for the abilites was alittle much, but I think you're looking at the situation with rose-colored glasses. The que system was lame. You could make a macro that fought stuff endlessly. There was no cap on what you could or couldn't do with macros. Too many people would take advantage of it and the game, as a whole, wouldn't be fun. The long lines for doctors buffs was stupid too. There was no ceiling for those buffs. It made ayone damn near invincible, for quite sometime. I enjoyed grouping with people and grind FS exp during the CU. Hologrinding was horrible. It killed the game and caused massive disruption for the economy. I will admit though that back then there were groups of people banded together in entertainers groups which was alot of fun. I didn't think it would be when my holocron said to master it, but it was. Jedi were all running around in composite armor, and while composite looks cooler than the new Padawan robes, EVERYONE was running around in composite armor. The only thing that set people apart were the color schemes of their armor. The wait times on shuttles and ships was alot longer, JtLS wasn't live then. Should I even bother going on? In closing, I agree that the NGE sucks rancid tuna from a homeless person's dirty stink hole, but a roll back to pub 12 is not the answer. Neither is a roll back to the CU. All three of those eras in SWG's history had major problems that didn't apeal to many people. Three strikes and you're out. I don't think that there is any hope for the future of SWG. I am, however, holding out hope that a new Star Wars MMO will be developed in the near future.
Funny how no one reply to the facts...
Good post.
Because I disagree with all those "facts" which are actually opinions. Except for the hlding out hope part.
Shayde - SWG (dead) Proud member of the Cabal.
It sounds great, so great in fact, I pitty those who canceled - Some deluded SWG fanboi who pities me. I don't like it when you say things. - A Vanguard fan who does too. 09f911029d74e35bd84156c5635688c0
I'm sure we can all imagine what the Pre-CU would be today if all the effort and time put into destroying the game was instead used to tweak what we already had...
I'm sure buffs and armor would be balanced out better because let's face it.. the problems we had were problems, and people want problems solved. The playerbase (RIP) would have continued to speak up about problems like they do in every MMO. Not quit because of them.
As far as ship times, and que, those are opinions and you have a right to them.
Hologrind sucked.
But if a developer want's to completely change their efforts from tweaking and balancing, to hacking apart the core game and releasing it in a new format that it's neither designed for, nor wanted, then all production stops. The game is dead. So whatever state it WAS in is what you remember, but remember that it would have been that much more refined today. Pre-CU or bust.
For me it's pre pub 11. Man I hated seeing jedi and padawan everywhere. you couldn't find anyone except in the FS village. Jedi was the beginning of the end of SWG.
I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self. --Aristotle
Originally posted by broadzilla Originally posted by DuraheLL if we doesn't quit WE LEARNED NOTHING. Luckily we all did, right? RIGHT?!
4 accounts closed in my house, 2 from me, 2 from the hubby. Classic servers or nothing.
If we all don't quit or keep resubscribing we are making SOE think that we are happy paying customers. The only way to tell them how we feel is to hit them in the wallet.
They know it was a mistake, they said it was. Maybe we should all quit, maybe in 5 or 6 years they would give up their rights to the Star Wars name and someone else will make a Stars Wars MMO. Or maybe we try and get them to replace as many things as we can. I quit for 8 months, didnt seem to have any effect. So I am now tring the latter.
I agree the pre CU was the best of the systems but I think your a bit off with some of your reasons why it was better.
Originally posted by shirlnt 1. ents were necessary...this was the only "era" in which one HAD to visit ents, the best it's been since then are some pitiful buffs and cloning sickness (which is healed in a few seconds by ents, is healed quicker by paying a droid at the cloning facility--esp when factoring in the time it takes to locate an ent, and heals itself in a few minutes)
Depends which part of the necessary you mean. I'm sure Battle Fatigue was removed a month or two into the CU, so it was around for a bit of it. If you mean mind buffs most active entertainer players didn't miss them being removed and it was instead the combat players and players that ran entertainer bots that were the most upset about that.
Originally posted by shirlnt 2. lack of cl on players...a player could play at any place on any planet at any time, sure some players were highly likely to die on harder planets/elite mobs/pois but a person could go all the way from newb to master of elite combat profession on Tat if the person wanted, and never in pre-cu when looking for a hunting group was I told "sorry, I already have enough low level people in my group"
Yeah I agree there. The introduction of combat levels was an unessicary pain and also introudced your level being more important their your skill totals.
Originally posted by shirlnt 3. buffs/spices/food meant something....sure they needed to be weakened/balanced some but not to the point they were
Personaly I found spice and food to be as important during the CU. The damage mitigation or mind regen rates were vital when I was soloing krayts or blackscale slavers.
Now buffs certainly were less important but I was very happy about that, no more waiting in silly buff lines and taking around 10 mins getting ready because I want to go hunt and then only planing for 3 hour long hunts. Instead all I had to do was make sure I had my supplies and then head out.
Originally posted by shirlnt 4. armor meant something...yes, it also needed to be weakened (esp the comp armor) but in CU I couldn't really tell the difference between having armor equipped and not having it equipped
Actuelly I think armor was one of the few things they got right with the CU. The CU introduced more full sets of armor and leveled out the stats of the different styles so it was just preferance on which to wear instead of having to wear composite.
As for it not being usefull ..... it was in the range of 40 to 60% damage reduction ..... not as powerfull as preCU composite but I'd hardly call that useless!
Originally posted by shirlnt 5. DECAY...kept those creds flowing and made the game a bit more challenging
Decay was around untill the NGE. Anti decay kits did show up (I'm not sure when) which were an awfull idea but seeming you had to have an account for one year to get one of those for the whole account most people were only using it on one weapon and having the rest they use as well as their armor decay.
Originally posted by shirlnt 6. creds did not come so quickly/easily...in pre-CU when one hunted in a group, the creds for the mission were divided amongst members, in CU the reward for missions went up and each member of the group got the entire payout
Your forgetting the solo groups hunting janta missions where you'd get missions with higher payouts because of size of the team and then with buffs you didn't even need the anyone else to do the mission, you could even ignore the janta and just destroy the lair if you wanted.
Originally posted by shirlnt 7. groups were optional (and I'm not talking about solo groups)...in CU one needed groups (not just to get higher level missions/faster xp but soloing a mission at one's level could be a pain) and in NGE grouping to do lairs is pretty much ridiculous, true SOE should have done something to encourage hunting in groups but choice is nice
I agree leveling was a pain unless teamed during the CU but after getting the skills I wanted (I wasn't intrested in being a jedi) soloing wasn't hard. I was easily to take on groups of level 90 to 94 enemies by myself as long as I had food. Pre ToOW about all I couldn't solo was Necrosis, the Nightsister Leader (I forget the name), ancient krayts, and the whole blackscale compound within the time limit you had. Personaly I think that is fair enough.
Post Edit: Some examples of things it did wrong would be:
1 adding levels (like you said)
2 adding levels to weapons, while the CU added much needed variation to armor it did the opposite to weapons, alot of weapons that were good pre CU (like scout blasters or the disrupter rifle) and were used by some people pre CU were turned into pure grind weapons with the CU. Every rifleman was going to use the level 54 rifle, every swordsman would use the level 54 hammer, etc etc
3 HAM being effected by your level. I really hated that. The HAM system pre CU was by far my favorite in any MMO. Linking it to your combat level was silly, espically when you had things like level multiplies and reductions depending on the level of what was attacking you, defence skill levels and the ability to wear armor tied into skills too. So a crafter had less hit points, less defence skill, couldn't wear armor and was lower level so most creatures had a big damage multiplier againts them ......... that doesn't strike anyone else as overloading on disadvantages compared to a combat character does it?
4 It came out with RotW which started the move away from being a sandbox game.
Originally posted by Kryogenic The CU was better than pub 12. Granted the dopey, cartoonish icons for the abilites was alittle much, but I think you're looking at the situation with rose-colored glasses.
Pub 12 basically was the CU... For that matter I think the CU and NGE bastardization basically started the patch after Raph left the game.
Hologrinding, enhanced doc buffs, the village, the first major stupid change to combat (defense stat buffs), DoT loot, enhanced CM poisons and diseases were all put in after Raph left. Yes, there was a pre-CU that didn't have all that nonsense that most people use as examples of why the pre-CU sucked.
A few things that actually needed to be addressed like the ability for the macro system to be completely AFKed, the special attacks for each profession not working 100% and craftables capped at levels that didn't imbalance PvE were ignored in favor of adding in great ideas like easier to get jedi characters, cool new loot and shorter down time.
Now, I do see that you noted the down time as one of the "bad" things about the pre-CU. Let me tell you why you are mistaken. Down time helped create community. Because of the downtime between zone transfers (shuttles and star ports) players met up at these places. They became hot beds of consentual PvP (duels) and nonconsentual PvP (TEFs and other factional combat). They also became a great place for people playing support characters to find players to interact with (doctors, entertainers and crafters). Wounds and battle fatigue (the other down time) also presented players with natural gathering points with both cantinas and medical centers usually having a pretty good population which made them great places to go to find other players to play with. On one hand it sucked to miss the shuttle and be stuck in that spot for ten minutes, but what it did though was create oppritunity to interact with the players around you that you would not have had otherwise. Something that helped to establish the game as something more than get to point A. Kill. Loot then repeat.
Originally posted by Reachwind Now, I do see that you noted the down time as one of the "bad" things about the pre-CU. Let me tell you why you are mistaken. Down time helped create community. Because of the downtime between zone transfers (shuttles and star ports) players met up at these places. They became hot beds of consentual PvP (duels) and nonconsentual PvP (TEFs and other factional combat). They also became a great place for people playing support characters to find players to interact with (doctors, entertainers and crafters). Wounds and battle fatigue (the other down time) also presented players with natural gathering points with both cantinas and medical centers usually having a pretty good population which made them great places to go to find other players to play with. On one hand it sucked to miss the shuttle and be stuck in that spot for ten minutes, but what it did though was create oppritunity to interact with the players around you that you would not have had otherwise. Something that helped to establish the game as something more than get to point A. Kill. Loot then repeat.
I played the preCU for a long time and while I had no problems with battle fatigue as a system (actuelly I really like the concept) or wounds (I was a TKA so they didn't really effect me). I never saw any evidence that starports or shuttleports helped build the community. I can honestly say not one person on my friends list was met at either of those and I never saw many conversations longer then 'I hate this wait' 'yeah' and the only PvP I saw was the rare overt getting killed loading in.
Long Time Lurker, first time posting. I was one of the lucky few to acutally play on launch day and stayed in until the NGE. All of my feelings have been more eloquently stated by many of the more experienced posters here. For all of its flaws, the Pre-CU version had a mysterious pull, a draw, to it that no other game had or has had since for me personally. I wish that they would bring back a few classic type servers, but as time goes on, my hope dies. I had a picture that i wanted to add, but in my noobishness, couldn't get added. It is a screen cap of the great Slim Pickens riding a certain large bomb down. If you know the movie it comes from, I think it is VERY apropo of this situation, with Helios as Slim and Smed as that certain character in the wheel chair.
Thanks for a great site and (usually) great info and ideas!
Comments
_____________________
I am the flipside of the coin on which the troll and the fanboy are but one side.
if we doesn't quit WE LEARNED NOTHING.
Luckily we all did, right? RIGHT?!
$OE lies list
http://www.rlmmo.com/viewtopic.php?t=424&start=0
"
And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
There are none left. And none of the old crafters i had on my friendlist or freinds i used to grind with.
150+ on my frindlist. I see 2-3 on.(They was added after the NGE)
Pre-CU might save them, but i think its gotta come with a plan and new leadership to succeed.
Hauken Stormchaser
I want pre-CU back
Station.com : We got your game
Yeah?, Well i want it back!!!
the NGE will see its final failure soon enough.
The CU was better than pub 12. Granted the dopey, cartoonish icons for the abilites was alittle much, but I think you're looking at the situation with rose-colored glasses.
The que system was lame. You could make a macro that fought stuff endlessly. There was no cap on what you could or couldn't do with macros. Too many people would take advantage of it and the game, as a whole, wouldn't be fun.
The long lines for doctors buffs was stupid too. There was no ceiling for those buffs. It made ayone damn near invincible, for quite sometime. I enjoyed grouping with people and grind FS exp during the CU.
Hologrinding was horrible. It killed the game and caused massive disruption for the economy. I will admit though that back then there were groups of people banded together in entertainers groups which was alot of fun. I didn't think it would be when my holocron said to master it, but it was.
Jedi were all running around in composite armor, and while composite looks cooler than the new Padawan robes, EVERYONE was running around in composite armor. The only thing that set people apart were the color schemes of their armor.
The wait times on shuttles and ships was alot longer, JtLS wasn't live then.
Should I even bother going on?
In closing, I agree that the NGE sucks rancid tuna from a homeless person's dirty stink hole, but a roll back to pub 12 is not the answer. Neither is a roll back to the CU.
All three of those eras in SWG's history had major problems that didn't apeal to many people.
Three strikes and you're out. I don't think that there is any hope for the future of SWG.
I am, however, holding out hope that a new Star Wars MMO will be developed in the near future.
4 accounts closed in my house, 2 from me, 2 from the hubby. Classic servers or nothing.
If we all don't quit or keep resubscribing we are making SOE think that we are happy paying customers. The only way to tell them how we feel is to hit them in the wallet.
It was more around Publish 15...
and Cyrogenic is right with "All three of those eras in SWG's history had major problems that didn't apeal to many people."
It's not enough to bring pre-CU back, because you'll still have the same old problems that plagued it. It needs to come back working and better.
It was more around Publish 15...
and Cyrogenic is right with "All three of those eras in SWG's history had major problems that didn't apeal to many people."
It's not enough to bring pre-CU back, because you'll still have the same old problems that plagued it. It needs to come back working and better.
I'd have to disagree here. There were quite a few more players back then. If anything, Pre-CU severs would double their subs and the NGE servers would empty overnight.
I'm not saying Pre-CU was perfect, it wasn't, but it was WAY better than the junk that's live now, even in it's flawed state.
Heck, I'd even take the CU...
I'll start my own SWG... with Black Jack... and Hookers!!!
In fact, forget the SWG!!!!
Good post.
eqnext.wikia.com
One attempt to reply to this already but one kitten paw on a keyboard and it all goes away so trying again...
What pre-CU had that CU didn't:
1. ents were necessary...this was the only "era" in which one HAD to visit ents, the best it's been since then are some pitiful buffs and cloning sickness (which is healed in a few seconds by ents, is healed quicker by paying a droid at the cloning facility--esp when factoring in the time it takes to locate an ent, and heals itself in a few minutes)
2. lack of cl on players...a player could play at any place on any planet at any time, sure some players were highly likely to die on harder planets/elite mobs/pois but a person could go all the way from newb to master of elite combat profession on Tat if the person wanted, and never in pre-cu when looking for a hunting group was I told "sorry, I already have enough low level people in my group"
3. buffs/spices/food meant something....sure they needed to be weakened/balanced some but not to the point they were
4. armor meant something...yes, it also needed to be weakened (esp the comp armor) but in CU I couldn't really tell the difference between having armor equipped and not having it equipped
5. DECAY...kept those creds flowing and made the game a bit more challenging
6. creds did not come so quickly/easily...in pre-CU when one hunted in a group, the creds for the mission were divided amongst members, in CU the reward for missions went up and each member of the group got the entire payout
7. groups were optional (and I'm not talking about solo groups)...in CU one needed groups (not just to get higher level missions/faster xp but soloing a mission at one's level could be a pain) and in NGE grouping to do lairs is pretty much ridiculous, true SOE should have done something to encourage hunting in groups but choice is nice
Good post.
Because I disagree with all those "facts" which are actually opinions. Except for the hlding out hope part.
Shayde - SWG (dead)
Proud member of the Cabal.
It sounds great, so great in fact, I pitty those who canceled - Some deluded SWG fanboi who pities me.
I don't like it when you say things. - A Vanguard fan who does too.
09f911029d74e35bd84156c5635688c0
I'm sure we can all imagine what the Pre-CU would be today if all the effort and time put into destroying the game was instead used to tweak what we already had...
I'm sure buffs and armor would be balanced out better because let's face it.. the problems we had were problems, and people want problems solved. The playerbase (RIP) would have continued to speak up about problems like they do in every MMO. Not quit because of them.
As far as ship times, and que, those are opinions and you have a right to them.
Hologrind sucked.
But if a developer want's to completely change their efforts from tweaking and balancing, to hacking apart the core game and releasing it in a new format that it's neither designed for, nor wanted, then all production stops. The game is dead. So whatever state it WAS in is what you remember, but remember that it would have been that much more refined today. Pre-CU or bust.
So no, Kryo, you should not bother going on.
I think the CU was officially 14.1
Pub 14 was the STUPID GCW change that removed the TEF. I hated that pub. Almost as much as I hated the CU. Combat levels were STUPID.
Pub 13 really was the last publish before the downfall. Besides Pub 9 that changed jedi into pussies. Permadeath FTW!
I'm getting tired, I'm rambling...
SWG Tempest: Cardo Dycen RIP
Eve: Cardoh Dycen
I support random drug testing for all SOE employees
That was sarcasm, apparently <_<.
Oh, I get it! Your response was intentionally sarcastic as well!! Good show!
I count him braver who overcomes his desires than him who conquers his enemies; for the hardest victory is over self.
--Aristotle
4 accounts closed in my house, 2 from me, 2 from the hubby. Classic servers or nothing.
If we all don't quit or keep resubscribing we are making SOE think that we are happy paying customers. The only way to tell them how we feel is to hit them in the wallet.
They know it was a mistake, they said it was. Maybe we should all quit, maybe in 5 or 6 years they would give up their rights to the Star Wars name and someone else will make a Stars Wars MMO. Or maybe we try and get them to replace as many things as we can. I quit for 8 months, didnt seem to have any effect. So I am now tring the latter.
I agree the pre CU was the best of the systems but I think your a bit off with some of your reasons why it was better.
Depends which part of the necessary you mean. I'm sure Battle Fatigue was removed a month or two into the CU, so it was around for a bit of it. If you mean mind buffs most active entertainer players didn't miss them being removed and it was instead the combat players and players that ran entertainer bots that were the most upset about that.
Yeah I agree there. The introduction of combat levels was an unessicary pain and also introudced your level being more important their your skill totals.
Personaly I found spice and food to be as important during the CU. The damage mitigation or mind regen rates were vital when I was soloing krayts or blackscale slavers.
Now buffs certainly were less important but I was very happy about that, no more waiting in silly buff lines and taking around 10 mins getting ready because I want to go hunt and then only planing for 3 hour long hunts. Instead all I had to do was make sure I had my supplies and then head out.
Actuelly I think armor was one of the few things they got right with the CU. The CU introduced more full sets of armor and leveled out the stats of the different styles so it was just preferance on which to wear instead of having to wear composite.
As for it not being usefull ..... it was in the range of 40 to 60% damage reduction ..... not as powerfull as preCU composite but I'd hardly call that useless!
Decay was around untill the NGE. Anti decay kits did show up (I'm not sure when) which were an awfull idea but seeming you had to have an account for one year to get one of those for the whole account most people were only using it on one weapon and having the rest they use as well as their armor decay.
Your forgetting the solo groups hunting janta missions where you'd get missions with higher payouts because of size of the team and then with buffs you didn't even need the anyone else to do the mission, you could even ignore the janta and just destroy the lair if you wanted.
I agree leveling was a pain unless teamed during the CU but after getting the skills I wanted (I wasn't intrested in being a jedi) soloing wasn't hard. I was easily to take on groups of level 90 to 94 enemies by myself as long as I had food. Pre ToOW about all I couldn't solo was Necrosis, the Nightsister Leader (I forget the name), ancient krayts, and the whole blackscale compound within the time limit you had. Personaly I think that is fair enough.
Post Edit: Some examples of things it did wrong would be:
1 adding levels (like you said)
2 adding levels to weapons, while the CU added much needed variation to armor it did the opposite to weapons, alot of weapons that were good pre CU (like scout blasters or the disrupter rifle) and were used by some people pre CU were turned into pure grind weapons with the CU. Every rifleman was going to use the level 54 rifle, every swordsman would use the level 54 hammer, etc etc
3 HAM being effected by your level. I really hated that. The HAM system pre CU was by far my favorite in any MMO. Linking it to your combat level was silly, espically when you had things like level multiplies and reductions depending on the level of what was attacking you, defence skill levels and the ability to wear armor tied into skills too. So a crafter had less hit points, less defence skill, couldn't wear armor and was lower level so most creatures had a big damage multiplier againts them ......... that doesn't strike anyone else as overloading on disadvantages compared to a combat character does it?
4 It came out with RotW which started the move away from being a sandbox game.
Hologrinding, enhanced doc buffs, the village, the first major stupid change to combat (defense stat buffs), DoT loot, enhanced CM poisons and diseases were all put in after Raph left. Yes, there was a pre-CU that didn't have all that nonsense that most people use as examples of why the pre-CU sucked.
A few things that actually needed to be addressed like the ability for the macro system to be completely AFKed, the special attacks for each profession not working 100% and craftables capped at levels that didn't imbalance PvE were ignored in favor of adding in great ideas like easier to get jedi characters, cool new loot and shorter down time.
Now, I do see that you noted the down time as one of the "bad" things about the pre-CU. Let me tell you why you are mistaken. Down time helped create community. Because of the downtime between zone transfers (shuttles and star ports) players met up at these places. They became hot beds of consentual PvP (duels) and nonconsentual PvP (TEFs and other factional combat). They also became a great place for people playing support characters to find players to interact with (doctors, entertainers and crafters). Wounds and battle fatigue (the other down time) also presented players with natural gathering points with both cantinas and medical centers usually having a pretty good population which made them great places to go to find other players to play with. On one hand it sucked to miss the shuttle and be stuck in that spot for ten minutes, but what it did though was create oppritunity to interact with the players around you that you would not have had otherwise. Something that helped to establish the game as something more than get to point A. Kill. Loot then repeat.
Former SWG beta tester and player
Long Time Lurker, first time posting. I was one of the lucky few to acutally play on launch day and stayed in until the NGE. All of my feelings have been more eloquently stated by many of the more experienced posters here. For all of its flaws, the Pre-CU version had a mysterious pull, a draw, to it that no other game had or has had since for me personally. I wish that they would bring back a few classic type servers, but as time goes on, my hope dies. I had a picture that i wanted to add, but in my noobishness, couldn't get added. It is a screen cap of the great Slim Pickens riding a certain large bomb down. If you know the movie it comes from, I think it is VERY apropo of this situation, with Helios as Slim and Smed as that certain character in the wheel chair.
Thanks for a great site and (usually) great info and ideas!
There's free love on the Freelove Freeway.
There's free love on the Freelove Freeway.