All Archive
Thread: My SWG Opinions and observations.
No Class stood alone. DE’s needed Artisan parts. All Crafters needed merchants. Combatants needed entertainers and healers, etc. But now instead of having a class make smuggler tools, I have to scale mount leet to get a …. Wait for it…SIMPLE tool kit. Still waiting to se what happens once all the WUKs and AUKs run out and we have to live on this system, but I have a bad feeling about this.
2)Totally Player-Based economy, no loot other than shiny gee-gaws. Least it was…
No loot was “uber” few poison dot weapons and such, skill tapes, but nothing made the man. Now the best guns, armor, ships, vehicles, slices, everything..are all loot based.
3)Battle Fatigue was gained from killing, not being killed. Was…
BF had a good purpose, dang good, You went hunting, you killed things, people that fight get physically tired, ok ya sit a bit…but what about staring into the abyss? Well apparently good music and boobies/tentacles swaying to the beat help bring the mind back from the edge. This brought folks into the cantinas with stories of heroism and deeds done. This induced RolePlay *GASP* even the leet would sit and gab about their day. It was a great environment, and took a WHOLE 10 min if you were bad off. When BF was changed to dmg it became a punishment and that attitude was brought to the cantina. Also see #10.
4)Hospitals are a great place to look for healers.
Really they where…
5)“There will never be more than a couple Jedi per server.”
Whatever happened to Darth Vader making the rounds and wiping out the Jedi? Continuity to the saga's storyline USED to be a huge concern for the devs.
6) “We have changed housing storage and will revisit later after this temp fix.”
Housing storage was slashed AGES ago. As everyone knows there is less storage in a large than a couple small which are cheaper and mediums have no effing point at all…2 year temp fix.
7)We are aware we released with Smuggler incomplete but hope to have the final changes in about 2 months.
Ain’t even going there. Done it, have the tshirt and the scars it covers.
8)All professions are designed in a no grind build, all levels of skill are salable.
Lots of folks didn’t think so ‘cause they went grinding out of habit and couldn’t hear the truth over their whines, but even as a weaponsmith in the early days I was able to make and sell product from novice up to master.
9)Smuggler is not a combat class.
Well SOE was way off-base saying this the first time…seems now they went too far the other way. COMBAT is not, and should not be the only aspect of this game. The current build sure is aiming all classes, all abilities, that direction. Whatever happened to looking through the world thru something besides a weapon scope?
10) AFK is not a playstyle.
SOE jumped in with both feet to stop the unspeakable evil of the AFK miner..but several classes are still AFK playable with more joining the ranks. Can’t remember the last time I saw a live doc…let alone in a hospital. Too quote a friend of mine: "If AFK is a valid playstyle, why doesn't it have it's own server?"
My advice to Sony when looking to improve the game would be to go back and read those original docs we had in beta. This game had a difference. It seems to be on the road to vanilla’ville. If all I am choosing between diffrent games is Customer Service, Sony has a poor value.
Message Edited by Kav on 07-19-2005 09:46 AM
Glad to know you're back Kav.
You can take my spot on the front lines.
/salute
heh no thanks, been back playing...trying to keep myself from getting to bored with the boards and play the game instead ya know...just felt the need to share heheh
Made Master Pilot last week and thinking about going ground combat now, after two years i am finnally over the crafting thing. Market has gone to crap. Maybe try this whole BH thing and hunt some pixi stickers. ![]()
Good to see ya though Dreven, hope your finding fun.
Message Edited by Kav on 07-19-2005 10:25 AM
Yep, decent analysis.
Only problem I have with it is #2. The problem with introducing loot so suddenly into SWG is that by now, we're all used to having it strictly player-based. Unfortunately, we'll have to get over that and many other thingsif the devs continue to make this game "like WoW."
The player based economy was about the dumbest idea ever. It was good to have craftable items and lots of them, to be sure. However, to base all loot upon the craftersjust wound up doing was making crafters rich out of their wildest dreams, enabling them to grow in power individually such that they could milk their customers dry without remorse (example: 100k for a T21 that costed maybe 10-15k to make).
Logically speaking, loot is the counterbalance to this, because then the crafters only have a specific target market and it usually isn't the endgame crowd, since their loot is in raid zones and whatnot.
IMO this is one of the things WoW did flawlessly, much to the dismay of other games that have tried having player-based economies. In WoW, it functions as I described above, except that recent additions (recipe drops inside high level instances, which are viable quality and drop like loot) allow crafters to remain useful after they've hit the highest levels.
In SWG, that all seems like an afterthought. Consider the fact that geonosian weapons are of supremely weak power (CL30ish), yet the dungeon they and their schematics drop from is a CL78+ zone. Smuggler items are just another display of the afterthought, as they're strewn all over the galaxy - to variouspoints in which some of those items are outright inaccessable to the people that need them.
Looking at SWG now, it's almost like playing two entirely different games at the same time.
Taln2 wrote:Logically speaking, loot is the counterbalance to this, because then the crafters only have a specific target market and it usually isn't the endgame crowd, since their loot is in raid zones and whatnot.
IMO this is one of the things WoW did flawlessly, much to the dismay of other games that have tried having player-based economies. In WoW, it functions as I described above, except that recent additions (recipe drops inside high level instances, which are viable quality and drop like loot) allow crafters to remain useful after they've hit the highest levels.
You can be a crafter in WoW?
Yes, and you can be a resource gatherer as well.
riotcontrol wrote:
Taln2 wrote:
Logically speaking, loot is the counterbalance to this, because then the crafters only have a specific target market and it usually isn't the endgame crowd, since their loot is in raid zones and whatnot.
IMO this is one of the things WoW did flawlessly, much to the dismay of other games that have tried having player-based economies. In WoW, it functions as I described above, except that recent additions (recipe drops inside high level instances, which are viable quality and drop like loot) allow crafters to remain useful after they've hit the highest levels.
You can be a crafter in WoW?
SpinningCloud wrote:
Yes, and you can be a resource gatherer as well.
riotcontrol wrote:
Taln2 wrote:
Logically speaking, loot is the counterbalance to this, because then the crafters only have a specific target market and it usually isn't the endgame crowd, since their loot is in raid zones and whatnot.
IMO this is one of the things WoW did flawlessly, much to the dismay of other games that have tried having player-based economies. In WoW, it functions as I described above, except that recent additions (recipe drops inside high level instances, which are viable quality and drop like loot) allow crafters to remain useful after they've hit the highest levels.
You can be a crafter in WoW?
I mean as a full-time career like SWG? I was under the impression that gathering/production/service stuff is strictly a sub-profession you can, but don't have to have, and the combat profession is always the main one?
This reminds me of something...I think there was a game like this that I used to play a couple of years ago. Wonder what ever happened to it?
riotcontrol wrote:
SpinningCloud wrote:
Yes, and you can be a resource gatherer as well.
riotcontrol wrote:
Taln2 wrote:
Logically speaking, loot is the counterbalance to this, because then the crafters only have a specific target market and it usually isn't the endgame crowd, since their loot is in raid zones and whatnot.
IMO this is one of the things WoW did flawlessly, much to the dismay of other games that have tried having player-based economies. In WoW, it functions as I described above, except that recent additions (recipe drops inside high level instances, which are viable quality and drop like loot) allow crafters to remain useful after they've hit the highest levels.
You can be a crafter in WoW?
I mean as a full-time career like SWG? I was under the impression that gathering/production/service stuff is strictly a sub-profession you can, but don't have to have, and the combat profession is always the main one?