Business And Economy Archive
Thread: My observations of the CU, thus far
• Unnecessary particle effects for combat and healing – just absurd and out of place for a Star Wars MMORPG. The PSG particle effect when reacting to a hit was the only appropriate addition I have seen thus far.
• The removal of the combat queue is forcing players to stare at the top of their screen at the hotkeys (awaiting a timer between attacks), instead of observing and enjoying the action onscreen.
• The removal of meds for healing – not only did this eliminate a large portion of the functioning economy; it takes the “science” out of science-fiction and has rendered useless the crafting ability for docs. Let’s not forget all the resources, SEAs, skill-modded clothing, etc, they have gathered to be a better-quality and unique doctor. Now… all docs are essentially clones.
• Entertainers have been robbed of their only way to make a decent living, as it is simple for anyone to walk into a cantina, watch and listen for 30 secs to a minute and walk out with their “inspiration “ buff.
• Weaponsmiths and armorsmiths have to learn reworked schematics and collect different resources than previously. I have read that quality of materials does not play as big a role.
• Chef foods and drinks have been reduced in overall value, both in combat effectiveness and duration.
• Armor has gone from simple-to-understand stats to perplexing. Instead of percentages of protection, we now have a number value that means nothing, as we have received no documentation on how to “translate” these number values into something comprehendible.
• The “conversion” process has rendered many previously crafted weapons, armor and power-ups either to a substandard level or useless.
• The removal of stats and stat migration – say goodbye to the old days of unique characters, with tailored stats to how they saw fit. Now every level 54 character (for example) is identical.
• The level based system – not only has this borked gaining xp for so many players, it has made life miserable for purebred crafters and low level characters. It also forces players to gain xp in only one fashion; to run missions.
• Two of the same level character in the same profession, using the same skills and weapons will hit for the exact same damage with each successful hit. There is no variance or randomness, other than missing. This creates a “cookie cutter” society, when it comes to combat classes.
• No armor available for crafters and starter professions.
• Many pets, especially non-CH BE’d pets, can no longer go toe-to-toe with an enemy, because in many cases its level will be significantly lower than its master’s. Many pet HAMs and stats have been nerfed in the conversion process, some of which are unplayable (meaning, too high a level… 80+).
• Extremely bug-ridden “upgrade”. There are so many (and have been listed elsewhere) that I will not bother repeating them all, as it would take too long.
• Damage multipliers – a level 54 creature/npc will hit a level 10 character for SIGNIFICANTLY more damage than a level 80 character. Why? That is the purpose of defensive skill mods.
• Experience gain modifiers based on skill level. 10 levels under yields 1 xp point per kill. 10 levels above yields 1 xp point per kill, not to mention a one-hit deathblow.
• The CU has made it extremely difficult, if not impossible to solo in combat. I enjoy grouping just as much as the next person who enjoys the “MM” in MMORPG. Yet... the change is too extreme.
• Root attack is extremely overpowered and has no counter, giving melee professions a serious disadvantage.
• Jedis having as much difficulty with PvE as regular combat class characters. This is an abomination to what Star Wars represents. Jedi are very formidable fighters in the Star Wars Universe.
• The balance his tipped too far in favor of PvP. Star Wars (in an MMORPG) is just as much, if not more about PvE than PvP.
• An overall state of confusion exists, as the developers have provided us with little to no information on all the details of this ”upgrade”. Many people are going to the forums and fansites just to find out how to play the new game. Granted, the game will still go through many changes in the next month or so, as hotfixes are implemented, but an e-manual posted on the official site would have been considerate of those that are paying their salaries.
These are many of the reasons why a majority of the player base feels betrayed by SOE. SWG simply is no longer what it used to be. This Combat Upgrade was not an upgrade at all, it was a conversion; and a conversion that many feel was for the worse. Players that complained about shortcomings in the game pre-CU wanted a fixed game, not a new one.
Point 2 you gave, about staring at the hotkeys, is quite true. I'm a Jedi, I have to watch the map ... but I have to watch the hotkeys and state modifiers on my target too if I want to use two different attacks. Guess which gets ignored first?
I agree with this guy 100% and when my accounts run out well they run out I will give no more money for this trash they gave us.
Death-by-Beezer
Player from Day 1 but no more
S1M0NE wrote:
Speaking on behalf of all of those that are frustrated and have difficulty putting into words their frustrations, here are just SOME of the very valid points:
• Unnecessary particle effects for combat and healing – just absurd and out of place for a Star Wars MMORPG. The PSG particle effect when reacting to a hit was the only appropriate addition I have seen thus far. Unneeded to US, the Veterans of the game who stuck by it.. Yes. But the people returning are those who were seduced by games such as WoW who ADORE this sort of thing. The NEW players that will come will also NEVER have seen SWG as it once was, so they will know no difference.
• The removal of the combat queue is forcing players to stare at the top of their screen at the hotkeys (awaiting a timer between attacks), instead of observing and enjoying the action onscreen. Look, I'm not saying I'm by any means more observant, what have you - But this really isn't that big a deal, once you get used to it. I KNOW where I personally placed the attacks, I KNOW how long they each take - And I don't "stare at the icons" at all anymore. Does this mean there SHOULDN'T be a Queue? Of course not. but implementation of a Queue will only allow for the same timers already in place.. What use could a 2 line queue be?
• The removal of meds for healing – not only did this eliminate a large portion of the functioning economy; it takes the “science” out of science-fiction and has rendered useless the crafting ability for docs. Let’s not forget all the resources, SEAs, skill-modded clothing, etc, they have gathered to be a better-quality and unique doctor. Now… all docs are essentially clones. This is, was and WILL continue to be an abomination to the game. "Diversifying and simplifying" the rich Crafting base in the game is a travesty.
• Entertainers have been robbed of their only way to make a decent living, as it is simple for anyone to walk into a cantina, watch and listen for 30 secs to a minute and walk out with their “inspiration “ buff. I personally am hoping for some sort of modification here - the professions smack of Incompleteness...
• Weaponsmiths and armorsmiths have to learn reworked schematics and collect different resources than previously. I have read that quality of materials does not play as big a role.This is, was and WILL continue to be an abomination to the game. "Diversifying and simplifying" the rich Crafting base in the game is a travesty.
• Chef foods and drinks have been reduced in overall value, both in combat effectiveness and duration. I have to disagree here - Yes, they have less duration, etc now - But they are VERY effective when used right.
• Armor has gone from simple-to-understand stats to perplexing. Instead of percentages of protection, we now have a number value that means nothing, as we have received no documentation on how to “translate” these number values into something comprehendible. This is, was and WILL continue to be an abomination to the game. "Diversifying and simplifying" the rich Crafting base in the game is a travesty.
• The “conversion” process has rendered many previously crafted weapons, armor and power-ups either to a substandard level or useless. On the Flip Side - Many OBSCENELY overpowered weapons and armor have been removed from the game. That is NOT a negative. Additionally, some sub standard weapons have been made viable to use again.
• The removal of stats and stat migration – say goodbye to the old days of unique characters, with tailored stats to how they saw fit. Now every level 54 character (for example) is identical. So, you are saying my CL 54 Pure Melee character is identical to your CL 54 pure Ranged character? Not at all. Now yes, ALL CL 54 Pure Ranged are mostly identical, and same with Melee. But this promotes thinking - If you are BOTH alike - How do you defeat the other?
• The level based system – not only has this borked gaining xp for so many players, it has made life miserable for purebred crafters and low level characters. It also forces players to gain xp in only one fashion; to run missions. As far back as December 2003, people were calling for MORE Quest and Mission based content. Was this a proper solution? no - But strictly speaking, they have tied us to Missions, as we were asking.
• Two of the same level character in the same profession, using the same skills and weapons will hit for the exact same damage with each successful hit. There is no variance or randomness, other than missing. This creates a “cookie cutter” society, when it comes to combat classes. Yes and no. If Player A is using Melee hit more often, and Player B is using Melee Strike more often - the higher damage wins. Also, the DPS of weapons are NOT always the same. What if Player A has a Powerup, and Player B doesn't? There IS diversity.. Just not a lot, and it's hard to see.
• No armor available for crafters and starter professions. Another HUGE mistake by the Dev team. Who needs armor more? A Double Master CL 80 with massive defense, or a CL 1 Crafter with NO defense?
• Many pets, especially non-CH BE’d pets, can no longer go toe-to-toe with an enemy, because in many cases its level will be significantly lower than its master’s. Many pet HAMs and stats have been nerfed in the conversion process, some of which are unplayable (meaning, too high a level… 80+). Yes, conversion is borked. But my pets tank just fine, thanks. I in fact am quite happy with CH at the moment, with the exception of losing pets to the Level conversion process.
• Extremely bug-ridden “upgrade”. There are so many (and have been listed elsewhere) that I will not bother repeating them all, as it would take too long. Be honest - the EXACT same thing was said DAILY in the forums about the original version of the game.
• Damage multipliers – a level 54 creature/npc will hit a level 10 character for SIGNIFICANTLY more damage than a level 80 character. Why? That is the purpose of defensive skill mods. They made a mistake here - Level of WEAPONS should have been the overriding factor, and not OUR level. If a CL 80 NPC is holding a Laser Carbine - That Laser Carbine SHOULD do the same damage as MY Laser carbine, period.
• Experience gain modifiers based on skill level. 10 levels under yields 1 xp point per kill. 10 levels above yields 1 xp point per kill, not to mention a one-hit deathblow. I hate to disagree.. Low levels, you are spot on. However, before the Double XP, I was able to fight a level 92 NPC and defeat it as a CL 80 - And I got nearly 16k XP.
• The CU has made it extremely difficult, if not impossible to solo in combat. I enjoy grouping just as much as the next person who enjoys the “MM” in MMORPG. Yet... the change is too extreme. I found my way to "solo". TKM/MCH. I solo just fine. In point of fact for ME, since the CU, I have never died whilst Solo - And have gotten DB MANY times in a group.
• Root attack is extremely overpowered and has no counter, giving melee professions a serious disadvantage.
I haven't experienced it since the first few days of TC testing, so I can't speak to this. However, THEN, i was able, as a Melee character, to defeat pure ranged characters despite Root.
• Jedis having as much difficulty with PvE as regular combat class characters. This is an abomination to what Star Wars represents. Jedi are very formidable fighters in the Star Wars Universe. And yes, I AM going to say what you expect - Plain and simple, we have been told we are playing in an era where Jedi were all but EXTINCT. While I have nothing against the Jedi Players in the game, the fact remains that to be in the game at all, adjustments MUST be made. Jedi can NOT be gods, in PvP OR PvE. They need to be balanced in PvE to be able to do what any other Combat Profession does - Not far more.
• The balance his tipped too far in favor of PvP. Star Wars (in an MMORPG) is just as much, if not more about PvE than PvP. Again, look to the Forums. People asking for Battlefields back, PvP ONLY planets, PvP ONLY servers - The devs are giving people what they asked for. The UTTERLY wrong move in MY opinion.
• An overall state of confusion exists, as the developers have provided us with little to no information on all the details of this ”upgrade”. Many people are going to the forums and fansites just to find out how to play the new game. Granted, the game will still go through many changes in the next month or so, as hotfixes are implemented, but an e-manual posted on the official site would have been considerate of those that are paying their salaries. This is why I went on TC - So that I could help my friends and Guild through this change. Yes, SOE should have done more - But as a friend who knows the new system, I want to help them adapt.
These are many of the reasons why a majority of the player base feels betrayed by SOE. SWG simply is no longer what it used to be. This Combat Upgrade was not an upgrade at all, it was a conversion; and a conversion that many feel was for the worse. Players that complained about shortcomings in the game pre-CU wanted a fixed game, not a new one.
All I have to say is - Go back and read through the forums. EVERY time a change was asked for, the system in question was either fundamentally changed, or nerfed in the extreme. People cried FOUL about CH being powerful - BAM, Nerf. People wanted an EASIER way to shop - BAM, Merchants got a Nerf in the form of the G W V S, and increased Bazaar limits.
I for one wasn't at all surprised at the scope of the "changes". SOE has a long standing habit of doing FAR more than asked.
oh, yah, and im very glad that they made a new /pet animation and added sound for /clap, it really adds to the immersiveness of the game
/sarcasm off
The horrible horrible removal of combat queue! Oh why SOE??! why do you want to water down this game so damn much.
The worst thing about staring at hotbar is that its so buggy i cant tell wt f is going on, Which drastically screws up my combat.
sigh. nothing we can do, except go back in time and hunt down and kill the SOE member that came up with this HAH "combat upgrade." Why did they call it combat upgrade and not game conversion?
I agree with S1M0NE, and I will probably quit when my accounts run out.
Well about the entertainers being unable to provide for them self is BS i still get my buff and as always want it done by a online entertainer and i tip them for it have a nice conversation and be out hunting again its up to u if ya tip or not. i am always happy enough to tip theentertainer that gives me the buff and conversation instead of stupid afk buff bots
khonsu ahazi
master architect master merchant master artisan novice droid engineer
Dwyvan wrote:
Well about the entertainers being unable to provide for them self is BS i still get my buff and as always want it done by a online entertainer and i tip them for it have a nice conversation and be out hunting again its up to u if ya tip or not. i am always happy enough to tip theentertainer that gives me the buff and conversation instead of stupid afk buff bots
Phaelyn wrote:
I salute you for tipping your Entertainer - But the simple FACT is, most players do NOT tip. They take advantage of the ability to get their Inspiration buff without grouping, and walk away. Sure, AFK buffbots were and still WOULD be less immersive.. But if we want ANY Entertainers to stay in this game, we either need to begin practicing the art of tipping, or grouping to buff NEEDS to come back.
S1M0NE wrote:
Speaking on behalf of all of those that are frustrated and have difficulty putting into words their frustrations, here are just SOME of the very valid points:
• Unnecessary particle effects for combat and healing – just absurd and out of place for a Star Wars MMORPG. The PSG particle effect when reacting to a hit was the only appropriate addition I have seen thus far.
- Valid is a mtter of opinion on this one..I dont care one way or the other
• The removal of the combat queue is forcing players to stare at the top of their screen at the hotkeys (awaiting a timer between attacks), instead of observing and enjoying the action onscreen.
- Tough. Stay and play fro a change rather than watching TV while spamming specials.
• The removal of meds for healing – not only did this eliminate a large portion of the functioning economy; it takes the “science” out of science-fiction and has rendered useless the crafting ability for docs. Let’s not forget all the resources, SEAs, skill-modded clothing, etc, they have gathered to be a better-quality and unique doctor. Now… all docs are essentially clones.
- I dont know enough about docs to comment here, save for it seems all Docs are just starport buffbots, and its not like they ever even had wound packs in their inventory pre-CU. I cant tell the difference. I rarely, if ever have received healing from a doc in combat, and the few docs in combat I have seen were too busy healing themselves (you see doc was just a little part of their combat template)
• Entertainers have been robbed of their only way to make a decent living, as it is simple for anyone to walk into a cantina, watch and listen for 30 secs to a minute and walk out with their “inspiration “ buff.
- I disagree, that Inspiration buff is VERY valuable, and there are still plenty of entertainers daninc and playin away, they just have a different product they are selling now.
• Weaponsmiths and armorsmiths have to learn reworked schematics and collect different resources than previously. I have read that quality of materials does not play as big a role.
- So? Why is that a bad thing? New armor system = new way of doing things. Its different yes, but bad?, hardly.
• Chef foods and drinks have been reduced in overall value, both in combat effectiveness and duration.
- I dont really care, but it does mean you will have to buy more often, which will make the chefs happy, which will make the BEs happy, and will make the Rangers who supply them happy (like me)
• Armor has gone from simple-to-understand stats to perplexing. Instead of percentages of protection, we now have a number value that means nothing, as we have received no documentation on how to “translate” these number values into something comprehendible.
- I can agree on this the numbers are confusing but not worth bashing the CU over. I would like an explanation of them one of these days.
• The “conversion” process has rendered many previously crafted weapons, armor and power-ups either to a substandard level or useless.
- Yea, true. though I dont think it matters all that much but again you are over generalizing with terms like "useless". I can kill mobs fairly easialy with my "useless' converted T21, I can even kill mobs with my "useless" Nym's slugthrower, heck I can even kill thinks with my "useless, substandard" Tusken rifle. They arent useless at all.
• The removal of stats and stat migration – say goodbye to the old days of unique characters, with tailored stats to how they saw fit. Now every level 54 character (for example) is identical.
- Kinda overgeneralizing here dontcha think? You can still customize your equipment w/ skill tapes and armor attachments all ya want, then you too can be unique like everybody else. ALso, the main reason people stat migrated was to have giant mind pools for Ranged profs and giant Health pools for Melee. Seems to be everyone pre-CU was just as much a clone as you say they are now. (gotta have the ub3r-l33t kill all melee template like everyone else has).
• The level based system – not only has this borked gaining xp for so many players, it has made life miserable for purebred crafters and low level characters. It also forces players to gain xp in only one fashion; to run missions.
- Well I have a hard time feeling sympathy for the pure bred crafters not being able to fight, I mean since when is being a merchant put you in the same category as a swordsman? You chose to stay home and build things. I chose to be proficient at killing things. It means crafters need to actually purchasing supplies from other playersrather than being a one man economy. (Just like the R/L economy. No one person can do it all alone)
- I also thing you are over generalizing again with your comment about the game being miserable for low levels. The low levels are not supposed to be just a speed bump on the way to the eliete professions, there is a lot of content for those levels, and it is rewarding to actually play through them rather than power over them.
• Two of the same level character in the same profession, using the same skills and weapons will hit for the exact same damage with each successful hit. There is no variance or randomness, other than missing. This creates a “cookie cutter” society, when it comes to combat classes.
- Overgeneralizing again. Now people can actually get to the business of combat w/o 2 hours of prep time for 5 mins of combat. Not to mention that per-CU EVERY combat prof lookes like a Cylon..everyone it seemed was a TKA/Swordsman dressed in Comp armor. Newsflash..we already had a cookie cutter society in SWG. Now I actually see varied armor tpyes in public instead of a ocean of Comp. Its LESS cookie cutter now.
• No armor available for crafters and starter professions.
- This is fine with me..WTH does a crafter need armor for..they are NOT combat classes. Noobs, well there is a whole host of BE clothes they can get, an they can get buffs, and there is lots of content for their levels too. I think this complaint is thsat the low levels are no longer trivial like they used to be thus you can no longer switch templates on a whim.
• Many pets, especially non-CH BE’d pets, can no longer go toe-to-toe with an enemy, because in many cases its level will be significantly lower than its master’s. Many pet HAMs and stats have been nerfed in the conversion process, some of which are unplayable (meaning, too high a level… 80+).
- I agree to a point here, I feel for the CHs but it really means you will have to go out and train new pets..pain in the butt, yes, game breaking, no.
• Extremely bug-ridden “upgrade”. There are so many (and have been listed elsewhere) that I will not bother repeating them all, as it would take too long.
- Bugs are a fact of life..best get used to it regardless of the game you play. Playing the 'bug' card when bashing MMOs has gotten old for me. Perhaps youd like it better if it took a cpl years between patches while the game went through traditional QA processes?
• Damage multipliers – a level 54 creature/npc will hit a level 10 character for SIGNIFICANTLY more damage than a level 80 character. Why? That is the purpose of defensive skill mods.
- Because thats the simplest way to make mobs that are above you in level from being soloable by you. It ensures that certain mobs are group content as designed.
• Experience gain modifiers based on skill level. 10 levels under yields 1 xp point per kill. 10 levels above yields 1 xp point per kill, not to mention a one-hit deathblow.
- So what? kill mobs in your level range..what the issue here? Why are you expecting decent XP off of garbage mobs?
• The CU has made it extremely difficult, if not impossible to solo in combat. I enjoy grouping just as much as the next person who enjoys the “MM” in MMORPG. Yet... the change is too extreme.
- I find solo just as easy as before, just my tactics had to change a bit..I suggest spending more time learning new tactics and less time posting about how the CU sucks.
• Root attack is extremely overpowered and has no counter, giving melee professions a serious disadvantage.
- Again tactics, just like in R/L going up against a ranged master is stupid unless you have the means to counter his abilities. Bring a rifleman with you to counter the enemy. KNOW YOUR ENEMY! You cant just wade in with your old combat macro and expect things to be hunky dory.
• Jedis having as much difficulty with PvE as regular combat class characters. This is an abomination to what Star Wars represents. Jedi are very formidable fighters in the Star Wars Universe.
- Abomination? (I love those highly charges words) hehe tell this to the guys that cant counter the jedi Force Cloak. Besides if you want to get into what jedi means, where in the movies or books does it show hoardes of Jedi out cutting down mutant womp rats? They were all out fighting other people.
• The balance his tipped too far in favor of PvP. Star Wars (in an MMORPG) is just as much, if not more about PvE than PvP.
- I disagree..PvE is intacts as it ever was, now PvP is on par (or close) like it should have been. PvP is a vital element to the SWG game design.
• An overall state of confusion exists, as the developers have provided us with little to no information on all the details of this ”upgrade”. Many people are going to the forums and fansites just to find out how to play the new game. Granted, the game will still go through many changes in the next month or so, as hotfixes are implemented, but an e-manual posted on the official site would have been considerate of those that are paying their salaries.
- I agree, though the real confusion comes from folks making mountains out of molehills..combat isnt horribly different from before, especially PvE. Tactics simply have to change.
These are many of the reasons why a majority of the player base feels betrayed by SOE. SWG simply is no longer what it used to be. This Combat Upgrade was not an upgrade at all, it was a conversion; and a conversion that many feel was for the worse. Players that complained about shortcomings in the game pre-CU wanted a fixed game, not a new one.
- Did it occur to you that to "fix" the game was technoglically impossible for SOE from a cost and materials standpoint? Thus it was cheaper to build a new game. If they went dow the 'fix" path you want. We would be nowhere by now. Just chain after chain of bug fixes like we have now and the end result would be a system that still wouldnt work.
Phaelyn wrote:
I found my way to "solo". TKM/MCH. I solo just fine. In point of fact for ME, since the CU, I have never died whilst Solo - And have gotten DB MANY times in a group.