Development Cycle Archive
Thread: Great Expectations, Major Schedule Changes and making SWG the finest MMORPG ever
supa187
Thu Jul 15, 2004 1:25 pm
#92
TH I know you don't have control over what gets pushed out first and what the priorities are. In my opinion you just need to learn to be a little more honest with the community. Other than that I have no beef with you.
As for the people that ARE making the decisions.... Well just on the 8th my sub. renewed but if you have not pushed the combat revamp in front of JTL then I will NOT be renewing again. It's very simple. I may miss this game occasionally but I can't explain the absolute BOREDOM that I feel with it right now.
The GCW and Combat is broke to all HELL. My character template is complete...what am i supposed to do now???
1.Camp out good loot spots?
2.Wait for Jedi quests just for the fact that it is something to do?
3.Wait for JTL?
No Im sorry thats not going to happen. It takes a pathetic staff to decide to push for an expansion when the original release is completely broke. You just sealed the fate of this game... Do you realize that? This game has officially gone to the lower branches of MMORPGs.
YOU DO NOT RELEASE AN EXPANSION UNTIL THE ORIGINAL GAME WORKS!!!!!
Im renewing my UO subscription because at least there are a few fun things to do in the game. I find myself patching up SWG and just cancelling after the play button comes up.
You guys have made a huge mistake and the number of cancellations will show u soon enough. RIP SWG.
Message Edited by supa187 on 07-15-2004 01:34 PM
Atiknin
Thu Jul 15, 2004 1:26 pm
#93
This is indeed disappointing. The focus on jedi truly boggles the mind. I have been playing since Beta 2, and I'll continue to play in the hopes that SWG will eventually live up to its promise.
I have played an entertainer since Day 2 of Live. I'm guessing there are a few more entertainers than Jedi, and yet we have the same songs, an unreliable buff (unreliable at least in the sense that we don't know if it's working), the same dances, and the same few of us trying to make the entertainer professions something more than an afk scantily clad twi'lek dancing in front of an afk band.
Back in beta (and before), when the path to jedi-dom was still unknown, we debated endlessly as to how one could become a jedi, and the pitfalls of the jedi system. There were many systems proposed with depth and imagination, and then we found out it was playing profession after profession until you hit the right combo. I recall the devs saying more than a few times that it's bad economics to make 95% of the special coding for the game for the benefit of 5% of the players. Perhaps the jedi code keeps people on the hook trying to make that level. Perhaps the people seeking jedi-hood makes it worthwhile. My intuition is that it would be better to improve the game as an all-around experience, than for a select few.
SWG was supposed to be different -- not obsessed with the ultra-high end game, not obsessed with the uberloot and the ultra powerful. The survival of any MMO counts on 1) a strong existing player community and 2) enticements for new players. It's true that the jedi hook might bring new people in, but it seems like if they find the experience along the way to be fun (and not like it's just grinding to make "jedihood"), it would do more to retain them. Perhaps the devs have been playing so long that they want to focus on what seems cool to them. Jedi are cool, very cool. On the other hand, the vast majority of the population just wants to play.
If I ruled the dev team, here's how I would do things:
1) Increase the population of each server. I've said since beta that there are too few people on any given server at a time. The worlds seem so terribly empty. I drive my speeder from player city to player city, and they are almost always totally empty. Even the "NPC" cities (especially the smaller ones) are mostly empty. I realize that there are massive technical limitations to overcome, but if I had the ability to change any one thing, it would be the vast emptiness.
If it's utterly impossible to increase the server populations, then give people more reasons to come together. Have more "events" populated by SOE roleplayers. Stick a few NPCs to walk around player cities. Have the Emperor stop by Bestine and have a drink at the cantina. Just do _something_.
2) Give the entertainers some new content. Okay, I'm biased on this one, but stick with me for a minute. Cantinas, starports, and med centers are basically the only places that people congregate. People expect to do a bit of chatting in cantinas, and from experience I can tell you that entertainers who speak well do better on tips (not much better, but a little). Entertainers are the social glue of the game. Those few crowded places are the only places where I feel like the game approaches the population density that it should. The more capabilities you give to entertainers to draw people into the game, the more "Star Wars-y" the game feels, and the more loyal your customers are. We ask for new songs, and we ask that something be done about afk musicians.
Oh, and thanks for the droids, they are fun little toys. And thanks for the don't-listen-to-afkers too.
3) Add player missions. Player missions were originally one of the biggest design elements of the game. They were cut ages ago -- probably it was the right thing to do at the time. Now, though, people have eaten through most of the static content in the game. Holo observed that you can never create sufficient static content, because people will burn through it. I forget the author, but the threads on player contracts are truly excellent. Player contracts would add a great deal to the game, and make it unique in a way that a jedi revamp will not.
4) GCW. I don't PvP, to be honest. I never have, and I probably never will. At the same time, many people do, and those players often tend to be the hard core who spend their time playing and bringing others to the game. I realize a similar thing could be said for jedi, but to experience jedi, you have to go through the lower ranks. The game is called "An Empire Divided" and to be honest, I don't see it. I do see rebels walking around imperials. I see stormtroopers walking around that do nothing at all. I haven't seen any massive battles between sides differing in playstyle and ideology. I do see a subtitle of a game that's been ignored.
And maybe that's the ultimate problem. The "realities" of game design and economics have conspired to encourage the safe design choices. Revising the GCW is hard. Player missions are very hard. High server populations are expensive. Non-combat professions don't bring people do the game (though I argue that they keep people). I'm super excited for JTL, and I can understand postponing the GCW in order to do it right. But for Jedi?? C'mon. Forget about the jedi for a bit. The people that play that much will stick around (sorry to those people, but it's true). Throw everybody else a bone in the meantime. Concentrate on a couple of things that will make the game more Star Wars-y for the 95%.
In the meantime, most of us will still be here, even those who say they're quitting. I have faith the game will get better. EQ eventually was a really, really good game, but by that time all the content was focused on high level content, and there were very few new players who played more than casually. I hope SWG never becomes that.
Atiknin (of Beta)
Gramon Blatt ME/MM (of Chilastra)
I have played an entertainer since Day 2 of Live. I'm guessing there are a few more entertainers than Jedi, and yet we have the same songs, an unreliable buff (unreliable at least in the sense that we don't know if it's working), the same dances, and the same few of us trying to make the entertainer professions something more than an afk scantily clad twi'lek dancing in front of an afk band.
Back in beta (and before), when the path to jedi-dom was still unknown, we debated endlessly as to how one could become a jedi, and the pitfalls of the jedi system. There were many systems proposed with depth and imagination, and then we found out it was playing profession after profession until you hit the right combo. I recall the devs saying more than a few times that it's bad economics to make 95% of the special coding for the game for the benefit of 5% of the players. Perhaps the jedi code keeps people on the hook trying to make that level. Perhaps the people seeking jedi-hood makes it worthwhile. My intuition is that it would be better to improve the game as an all-around experience, than for a select few.
SWG was supposed to be different -- not obsessed with the ultra-high end game, not obsessed with the uberloot and the ultra powerful. The survival of any MMO counts on 1) a strong existing player community and 2) enticements for new players. It's true that the jedi hook might bring new people in, but it seems like if they find the experience along the way to be fun (and not like it's just grinding to make "jedihood"), it would do more to retain them. Perhaps the devs have been playing so long that they want to focus on what seems cool to them. Jedi are cool, very cool. On the other hand, the vast majority of the population just wants to play.
If I ruled the dev team, here's how I would do things:
1) Increase the population of each server. I've said since beta that there are too few people on any given server at a time. The worlds seem so terribly empty. I drive my speeder from player city to player city, and they are almost always totally empty. Even the "NPC" cities (especially the smaller ones) are mostly empty. I realize that there are massive technical limitations to overcome, but if I had the ability to change any one thing, it would be the vast emptiness.
If it's utterly impossible to increase the server populations, then give people more reasons to come together. Have more "events" populated by SOE roleplayers. Stick a few NPCs to walk around player cities. Have the Emperor stop by Bestine and have a drink at the cantina. Just do _something_.
2) Give the entertainers some new content. Okay, I'm biased on this one, but stick with me for a minute. Cantinas, starports, and med centers are basically the only places that people congregate. People expect to do a bit of chatting in cantinas, and from experience I can tell you that entertainers who speak well do better on tips (not much better, but a little). Entertainers are the social glue of the game. Those few crowded places are the only places where I feel like the game approaches the population density that it should. The more capabilities you give to entertainers to draw people into the game, the more "Star Wars-y" the game feels, and the more loyal your customers are. We ask for new songs, and we ask that something be done about afk musicians.
Oh, and thanks for the droids, they are fun little toys. And thanks for the don't-listen-to-afkers too.
3) Add player missions. Player missions were originally one of the biggest design elements of the game. They were cut ages ago -- probably it was the right thing to do at the time. Now, though, people have eaten through most of the static content in the game. Holo observed that you can never create sufficient static content, because people will burn through it. I forget the author, but the threads on player contracts are truly excellent. Player contracts would add a great deal to the game, and make it unique in a way that a jedi revamp will not.
4) GCW. I don't PvP, to be honest. I never have, and I probably never will. At the same time, many people do, and those players often tend to be the hard core who spend their time playing and bringing others to the game. I realize a similar thing could be said for jedi, but to experience jedi, you have to go through the lower ranks. The game is called "An Empire Divided" and to be honest, I don't see it. I do see rebels walking around imperials. I see stormtroopers walking around that do nothing at all. I haven't seen any massive battles between sides differing in playstyle and ideology. I do see a subtitle of a game that's been ignored.
And maybe that's the ultimate problem. The "realities" of game design and economics have conspired to encourage the safe design choices. Revising the GCW is hard. Player missions are very hard. High server populations are expensive. Non-combat professions don't bring people do the game (though I argue that they keep people). I'm super excited for JTL, and I can understand postponing the GCW in order to do it right. But for Jedi?? C'mon. Forget about the jedi for a bit. The people that play that much will stick around (sorry to those people, but it's true). Throw everybody else a bone in the meantime. Concentrate on a couple of things that will make the game more Star Wars-y for the 95%.
In the meantime, most of us will still be here, even those who say they're quitting. I have faith the game will get better. EQ eventually was a really, really good game, but by that time all the content was focused on high level content, and there were very few new players who played more than casually. I hope SWG never becomes that.
Atiknin (of Beta)
Gramon Blatt ME/MM (of Chilastra)
Raikan
Thu Jul 15, 2004 1:26 pm
#95
Well you guys are at it why dont you promise more AMAZING things then stick it up our asses with delays
EvadRapsac
Thu Jul 15, 2004 1:27 pm
#96
Yeah... what they all said.
Honestly, the core game needs to be fixed first. Push back JTL, hell I don't care. It would just be nice to go into a PvP battle and last longer than 12 seconds. I'm also guessing that this also means the Smuggler revamp is going to be pushed back even further.
Honestly, the core game needs to be fixed first. Push back JTL, hell I don't care. It would just be nice to go into a PvP battle and last longer than 12 seconds. I'm also guessing that this also means the Smuggler revamp is going to be pushed back even further.
-SanGreal-
Thu Jul 15, 2004 1:27 pm
#97
Step 1) Tell everyone that they will get a prize only if they stay subscribed till JTL
Step 2) Delay everything people want till after JTL
Step 3) Maintain accounts because of Steap 1
Step 4) Profit!
Step 2) Delay everything people want till after JTL
Step 3) Maintain accounts because of Steap 1
Step 4) Profit!
rLHitman
Thu Jul 15, 2004 1:27 pm
#98
Yay... now we have to run around with a broken pvp system for longer! Well I'll look at the bright side of things, at least I will be flying around before the combat system is fixed... considering I probably won't be on the ground much after that.
MilkToast
Thu Jul 15, 2004 1:28 pm
#99
I assume that since you are 'expanding the scope' of Publish 10 that it will go live later than expected. This means that no one will be able to become force sensitive for an even longer period of time. Please reconsider this policy and allow players to become force sensitive between now and Publish 10.
Oireg
Thu Jul 15, 2004 1:28 pm
#101
Want to show us we are valued customers?
Give us the Combat Balance Patch BEFORE JtL!!!!
You guys really need to reconsider this decision.
Shropt
Thu Jul 15, 2004 1:28 pm
#102
My biggest gripe... rifleman, CM, and pikeman rule all in PvP.
Other than that... its really annoying that Pistoleer is so worthless now and we've only been using one weapon for a year. That being the FWG.
Now, my opinion. NO COMBAT REVAMP TILL AFTER JTL? YOU GUYS ARE MORONS.