Jedi Archive
Thread: I belive this game will be great again
Jengu-Fet wrote:
kardia wrote:
IT IS VERY IMPORTANT FOR THEM TO COME OUT WITH NEW CONTENT AS MUCH AS POSSIBLE
QFE
I really really rally hope you are right!! Because the screenshots I saw from the selections screen made my cry! It was like I had entered into a time machine and went back to the 80's again. The home of David Hasselhoff and Don Johnson!
Jengu-Fet wrote:
kardia wrote:
IT IS VERY IMPORTANT FOR THEM TO COME OUT WITH NEW CONTENT AS MUCH AS POSSIBLE
QFE
QEF means you agree right? here is the...
yea but content is NOT NPC MISSIONS DAMN IT
Jengu-Fet wrote:
kardia wrote:
IT IS VERY IMPORTANT FOR THEM TO COME OUT WITH NEW CONTENT AS MUCH AS POSSIBLE
QFE
kardia wrote:
I made it through the intial tortual. I can honestly say it was a great experice from a long time player who has been bored with the currect setup. The only way SOE will fail at this is if they do not make frequently new content and it will be like a console game where you will get tired of fighting the same type of things all day the same way. IT IS VERY IMPORTANT FOR THEM TO COME OUT WITH NEW CONTENT AS MUCH AS POSSIBLE
yeah I had a hard time getting on the falcon but i just waited on I got on. Also they need to get rid of those old time pictures that is bad design implementation
Content is always important. It was the vision of Raph Coster, the lead creative for the game back in 2003 and before, and Gary Haddis, the original lead programmer for SWG, that the content for SWG would come from player interaction.
When I first started out, this was very much the case. Small groups would grind the basic professions together; there were many pauses between combat to build a tent and heal mind wounds using a dancer; there was a lot of interaction between different crafters.
But SWG was worried that the game, outside combat, was not fast enough. So they abolished tents, for example, removed mind wounds and BF; and the new vendor search on the bazaar (while an excellent development in mist cases) made interaction between crafters not so necessary.
As a result of these - and other changes - player interaction was reduced to 'Looking for Sharnaff group' and the slide down the slippery slope began.
It was the decision that players themselves were not mature or focused enough to create their own content that ultimately initated the evolution of this game into a FPS ready for a console platform.
kardia wrote:
IT IS VERY IMPORTANT FOR THEM TO COME OUT WITH NEW CONTENT AS MUCH AS POSSIBLE
kardia wrote:
I made it through the intial tortual. I can honestly say it was a great experice from a long time player who has been bored with the currect setup. The only way SOE will fail at this is if they do not make frequently new content and it will be like a console game where you will get tired of fighting the same type of things all day the same way. IT IS VERY IMPORTANT FOR THEM TO COME OUT WITH NEW CONTENT AS MUCH AS POSSIBLE
I went through the tutorial...Im really not sure what to think yet....I like it but yet idunno...theres something odd about it...I guess only time will tell.