Game Guides Archive
Thread: The 3 Developers' Top 5 Decisions.
Genildor wrote:These items include decisions that the developers have made that, in my opinion, have changed the game in either a great, so-so, or horrible way.
Well, you type this, and then every one of your decisions listed is under the category of "great ideas". I've been playing this game since August. Please do not blow sunshine up my rear end. Are you attempting to get a free month of play or something from the Developers?
gargomell wrote:
Genildor wrote:
These items include decisions that the developers have made that, in my opinion, have changed the game in either a great, so-so, or horrible way.
Well, you type this, and then every one of your decisions listed is under the category of "great ideas". I've been playing this game since August. Please do not blow sunshine up my rear end. Are you attempting to get a free month of play or something from the Developers?
I just typed the first part. Doing it in sections.
Genildor wrote:
gargomell wrote:
Genildor wrote:These items include decisions that the developers have made that, in my opinion, have changed the game in either a great, so-so, or horrible way.
Well, you type this, and then every one of your decisions listed is under the category of "great ideas". I've been playing this game since August. Please do not blow sunshine up my rear end. Are you attempting to get a free month of play or something from the Developers?I just typed the first part. Doing it in sections.
Fair enough, I look forward to reading the other two sections.
Syno wrote:
my top 5 is follow:
5. Jedi revamp and hologrinidng
4 Creature Handler
Remember when almost everyone had Creature handler? Bounty Hunters/Commandos wererunning around with their sluge great panther.
3 Doctor Buff
This is probablly 1 of the most important elemt in SWG right now. Without Doctor Buff wecant wear full suit composite armors. Without docotr buff we cant solo tusken fortress.
2. Vehicle
Rmember when it takes 20mins to travel from Bestine to Squil Cave?Vehicles complete changed the way we play SWG. We are able to travel to apoi or caveat much faster rate. In GCW, people can raid city/base faster. People who clone will be able to reenter the fight faster.
1. Player City
Personally i think player cities complete ruined SWG. Look at bestine and anchorhead. Before theplayer city publish, bestine and anchohead were the more populated area in SWG. Right now, i barely seeanyone in bestine/anchorhead. People moved from npc city to player city.
Number 5: 100% agree. The hologrind did so much damage to this game, that it will most likely never go back. Hologrindingmade players push limits of there skills (better buffs so they can take a more beatings, better weapons to they could kill anything, better armor so they could become super man). All this added to plapersmovingto find better hunt with more xp so they could kill a profession in a week. Hologrind turned the player base into solo players.
Number 4: The good old days when everyone had a pet. I didnt think there was anything wrong with it. They were really just for PvP ownage,(again, back in the good old days) they need a way so that not everone could have a mauler. But they lead to a nerf of all pets and (again) hologrind took us up and above useingpets. Too bad the only people you see with pets now a days arethe oneswith mounts that feel bad for them.
Number 3: Buffs, cant live with them, cant live without them. The reason they became so out of balance is because everyone needed bigger better buffs to withstand the punishment of the harder plants (dathomir, lok, dantooine). But now that there are great buffs, why stay on any other planet then dathomoir, danootine, or lok?
Number 2: The vehicles system needs a good revamp also. Each bike should have ups and downs that you can see. A landspeeder going up a hill is still slower then a swoop going up across the hill. So why have a landspeeder? Once again, no needs the little guy. Bikes should have parts IMO. Make people have to work for what there bike does. There just free shuttle trips now.
Number 1: This is, by far, thesoul thing thatkilled the best times Iever hadplaying this game. Anchorhead raids was whatI lived for back in the day. No one had buffs,there was no items decay, your mind wasnt the enemies target. You died, you got back up and you did it again. It was great. Some of the old timers might remember R-TEF battles inside Anchorhead lasting hours. Just non stop battleing. No one cared who died, we all just want to keep blowing the crap out of each other for no personal gain what so ever. It was a blast. Player citys pulled everyone apart all over each planet. Now you cant find anyone. I hate riding around the "desert oasis" planet of tatooine and seeing houses all over the place. My personal opinion is that each player should only get 1 building (small, medium, large or guild hall). After that they can only place factors and harvesters with there remaining lots.
I just want whats best for the game even if we have to give up some of the things we like the most.
Genildor wrote:
5. Bio-engineer Revamp: Don't get me wrong, i know that the bio-engineers were one of the top 3 professions that NEEDED a revamp. It's just that in doing so, the developers made it so there is no real reason for a creature handler to go and get their own creatures beyond trophy purposes. The best were gotten from BE's. It destroyed a fantastic idea of baby animals and their part of the game, one that i was fascinated with at the beginning of the game. But they did do well with the bio-engineered clothes. If only it were a wider range beyond medicinal and CH purposes...
QFE
I have been very disapointed that it seems I cannot tame any babies as non-ch pets, specifically mounts
Genildor wrote:
Top Five Best Decisions Made By Developers:
1. Player Economy: The idea of a player-driven economy is a good one, but there is one fatal flaw in the plan - the economy is not self-contained. Money is introduced to the system from mission terminals, this creates a revenue which is based upon nothing. Therefore, players cannot set the value of the credit, and constant influx of credits which have no actual worth creates the hyper-inflated economy we see today.
One might be tempted to point to the various money sinks that are intended to remove these funds from the system, but let's be honest - they don't keep up with the influx of credits and anyone who must meet these expenses factors it in to the cost of their goods or services. The only thing that has real value in the game is a player's time - and the value of that time is based upon, you guessed it: The mission terminal. Using a mission terminal is like printing your own money.
Yes, it might only cost me 425 credits for the materials needed to slice a weapon or piece of armor (and the actual cost of the resources used by the crafter is surely much less), so why do I charge 5k for a slice? Simple: I can make 200k credits per hour (or more) doing combat missions. So I need to place a value on the service that makes it worth my while to do that rather than run missions.
Despite the fact that time is the only item of determinable value in the game, it is not the thing upon which the value of a credit is based. The actual basis is resources, and the value of those resources is determined by the crafters and merchants. Again, it may only actually cost .5 cr to harvest each unit of a resource, but the merchant values it at 2 or 3 credits per in order to make it more worthwhile than running missions (see above). The crafter pays this rate for the resources and marks up his product accordingly - the cost is passed on to the customer.
So you can see that the "player-driven economy" is actually a "mission terminal-based economy" and that's the underlying reason for the outrageous inflation in the game.
2. Player vs. Player: As much as we'd all like to think that tactics and imagination are the deciding factors in this part of the game, the sad fact is that it's still a game of which template is the best. Is it the Rifleman/Combat Medic, or the Brawler Defense Stacker or etc. etc.... The reason that we see the rise of templates in PvP is because professions are terribly imbalanced. Sure, the dominant templates have changed from time to time, but that is because the Devs react to imbalances by nerfing a class rather than strenghtening the others. The only possible end result of such a philosophy will be a game full of useless professions, with the exception of whatever one the Devs feel needs "special attention" at that moment.
3. Player Cities: An idea that appeals to many, as it gives players a sense of ownership of their surroundings and a "place to call home". The problem, of course, is that it's led to terrible urban sprawl. I think there are a number of factors that contribute to that: First, the number of cities allowed on each planet is far too high. Second, the locations in which these cities may be placed is insufficiently regulated, so areas of interest in the game are now surrounded by over-developed areas of commerce and residence (consider Niagara Falls). No matter what server you go to, I'm sure you can find a city near the Krayt Graveyard, one near the Force Crystal Caves, etc.
Next, player-run cities detract from the importance of the static cities. I remember Mos Eisley as a vibrant place when I began playing - the cantina always had entertainers, creature handlers were selling pets in front of the bank and player commerce was going on in an atmosphere reminiscent of a bazaar or market. Then player cities came and the static cities became ghost towns used only for their starports.
The final problem is one of management - players who have left the game often leave behind abandoned residences, shops and vendors. Urban renewal is impossible because no one else has the ability to remove these unused edifices, so player cities face the choice of becoming either stagnant or overdeveloped. A better and more immersive solution may have been to design the static cities such that players could occupy many of the structures, even if the upkeep were greater. The important cities would take on new life as they would be the sites for homes and shops for may players. This would reduce the number and need for player cities, such that those cities that did arise would be of greater significance than they are currently.
4. Player Factional Bases: Fun for the same reasons people like player cities; however they are pointless given the irrelevance of the Galactic Civil War to this game. There is no point in really owning a base except to have it, there is no point in attacking a base except to deny it to the enemy and there is no point in defending a base except to keep the enemy from destroying it. The base itself is of no real relevance, nor is the outcome of the conflict. I left Planetside because I felt the struggle in that game was an exercise in futility, but I now see that their system is more elegant and relevant than SWG's - by orders of magnitude. I think I might actually like a Planetside-based style to the GCW, where bases change hands and the "front" in the war is thus determined.
5. Profession Revamps: I have to say, seeing how the Devs took some of the most thankless professions and breathed new life into them, this is a great thing... when it's actually done. But it's my opinion that this should be one of the highest priorities in the game - each profession should have equivalent appeal and utility, and each should have something unique to offer to the game. As it stands, this is a lower priority to the Developers than all of the "optional" content they have introduced. In short, shiny new toys are cold comfort to someone with a lousy job.
I thank anyone who's taken the time to read through all that I just wrote, I hope that I've helped to illustrate the potential this game really has - potential that has sadly gone unrealized due to design and development decisions that range from poorly-considered, to misguided, to downright whimsical.