Shouldn't players be dependent on other players? I suggested on the official that trades just for example should be dependent on smuggler to get them some speciall components for a weapon for example. Is this so wrong. Most responses where negative and stated that not even trades should be needed and that everying should be lootable. Shouldn't players be dependent of other players in a mmo?
Comments
That is why the old game worked and the NGE does not.
A pure combat player literally was kept in the field by several non combat (or non pure combat) toons.
You depended on:
A Doctor
An Entertainer
An Armorsmith
A Weponsmith
A Smuggler
And everyone THEY depended on...
I'll start my own SWG... with Black Jack... and Hookers!!!
In fact, forget the SWG!!!!
interdependancy isn't "star warsy" or "iconic". hmm... perhaps we should start saying "smedsy" or "wowconic"
lol.
"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"
CS Lewis
______________________________
I usually picture the Career builder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE/SWG decision making process.....
SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes." Ref NGE
Winner of the worst MMOS goes to.... the NGE and SWG..!!! http://www.mmorpg.com/showFeature.cfm?loadFeature=1034&bhcp=1
/sarcasmoff
Yeah, they should be. But there's no one left to be dependent on.
A** Still Raw From Your Last SWG Subscription? Come join us at RLMMO.com
Hauken Stormchaser
I want pre-CU back
Station.com : We got your game
Yeah?, Well i want it back!!!
"The man who exchanges Liberty for Iconic classes is a fool deserving of neither." - Me and Ben Franklin
Good job!
----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
Target audience doesn't want to have to deal with other people. They are paying to play a game so the only time they should have to deal with other people is to DB in PvP. Now why does one pay $15 a month to play a game with others (Massive MULTI-player) if the only time they want to interact with/rely on others is PvP? For less than $60 a year (which averages to less than $5 a month), a person can get XBox Live and play against other people all they want on any game that has that feature plus they can play the solo part of the games anytime they don't want to deal with other people at all. And for those that would argue "because SWG is Star Wars," there are a few Star Wars games amongst the list if one has the original XBox (Clone Wars, Battlefront 1 and 2).
To answer your original question -- YES!!! But unfortunately the current targeted MMORPG player doesn't want a true MMO game so they've messed it up for those of us who do.
Gooid question - only played two other MMOs other than SWG.
WoW has a minimal amount of interdependency, but a clever person can get around it for the most part. Only thing you really need other players for is as teammates for raids.
CoX has almost no interdependency - the only thing other players are requried for is to form guilds, which you need to join in order to easily get salvage. Also need other players for Trials etc., but you can probably solo about 99% of the content relatively easily.
3 games i've been in - 1 has almost no interdependency, 1 has minimal, 1 formerly had a great system but it's now gutted. I like interdependency myself, I think it makes for great mechanics, but to be honest I don't think it's generally perceived by game developers as an essential component of a MMO.
SWG Veteran and Refugee, Intrepid server
NGE free as of Nov. 22, 2005
Now Playing: World of Warcrack
Forum Terrorist
Is this really a REQUIREMENT for an MMORPG? Take my time on Shadowfire for example. When I started playing there I was able to find players to supply everything from resources to buffs. But at the end of my time on Shadowfire, I was NEVER able to find a doctor when I needed a buff. Sometimes I needed to roam the galaxy for 3 hours then find a doctor at the place I STARTED looking. That sucked.
This was due to the population of the server decreasing. Shadowfire had taken a serious population hit when JTL was announced. Obviously people had a problem with new content at the time.
Now, if there had been NPCs available that could give WIMPY buffs, I could have gone about my business Janta hunting or going to the Geo Caves. The fact that no doctors were logged on when I needed them would not have limited my options to killing Nabooian Monkeys (forgive me, I cannot recall their name at the moment, brainfart).
Limiting NPC buffs to levels well below player buffs would have helped me access content in the game that required buffs without damaging the income potential of doctors when they were online. So I ask, is there anything wrong with offering services through NPCs that are less robust just in case there are no qualified players online?
To answer the OPs question, Yes---if they are online.
I realize I said I quit. I never said it was forever
I realize I said I quit. I never said it was forever
There really wasn't a serious problem in Pre-CU that couldn't have been solved had they tried. They didn't.
Very good suggestions that show off the power of the pre-CU game model. And actually I did every single one of those. I was a Master Weaponsmith / Master Rifleman so I definitely had the weapon covered. And I ran a full service shop in the city of Brenn with one of the top 3 Armorsmiths, a Master Tailor with decent modded clothing. The other shops in Brenn had ANYTHING you wanted to buy. Brenn rocked.
Because I was not a full FOTM template, your suggestions only got me closer to where I needed to be to do some of the stuff I wanted to do. Again, they were GREAT suggestions. But my question really is:
I realize I said I quit. I never said it was forever
i say remove all loot exept legendary stuff (like the mando armour or an old republic lightsaber) and crystals should be looted from a mob that has a LS as well. the only thing you would loot from animals would be hides and bones and organic stuff. from humanoid only what they carry. if they shoot yo uwith a CDEF pistol you will never EVER loot a CDEF rifle.
everything worth keeping else should be ONLY craftable. the rest can be recycled. into materials.
I think interdependency, done right, can be a good community building tool. I liked many of the interdependency features of SWG.
However, the problem comes when people are dependent on each other and the ones you are dependent upon are nowhere to be found. Most of us at one time or another, for example, experienced having massive wounds that we needed to have healed, but not being able to find a doctor anywhere. Or having massive amounts of BF, but not being able to find an entertainer.
The problem SWG had was that the interdependency was well done but the finding was not. For example, when it first launched you could "man" a cantina or med center and it would "light up" on the map. But then when player cantinae came out, the owner was able to just set a flag that marked it "manned" --whether there was anyone actually in there or not. This led to every non-NPC cantaina on the map "turned on" even though most of them were empty, and made the entire feature useless (same for med centers).
If they had made it possible to search the whole galaxy easily to find active entertainers and docs, then the interdependency would have been fine. For example being interdependent on crafters was not a big deal because vendors were map-marked on a planet-wide scale, and could be found easily, and were "up" 24/7. But when I, as a dancer, was active in Keren cantina, there was no good way to tell the rest of the server that I was available. If there had been, things would've worked far better.
So, my take is -- interdependency is good, but you need to make it possible for a player to play the damn game, and you can't let the interdependency turn it into a fruitless search that takes an hour just so you can start to actually play your chosen profession.
C
Hmm ... Don't you think that's why we came to love the game? The interaction among all the players, the development of communities ... (Sorry, being a "git" ... ) Of course players were meant to be dependent on others. It's what made SWG diverse, entertaining, and just plain fun.
jrscott ... sorry to hear you couldn't find a MDoc on your server when you needed one. On Kettemoor myself and my hubby were always running "amuk" healing and buffing people on a regular basis. Granted, we both had our routine areas, our nightly "grid" group, but we always did our best to do our Doc thing for everyone (regardless of faction). As crazy as it may sound ... we never charged anyone a fee! Any money we did receive was wholly of the players choice.
Anyway, I'm babbling ... laterzzz.
Videogame players have different time zones, videogame players are fickle, and videogame players are limited by their character levels.
Developers in all games have mistaken the word 'teamwork' for 'cooperation'. You try to hard-code into the game 'cooperation' and you make everybody frustrated.
That's why you got shot down. Your common sense step on the toes of their playstyle.
Sort of like the NGE stepped on the toes of ours.