Jedi Archive

Thread: Why don't people understand? It's not meant to be easy.

rhaspede
Mon Sep 06, 2004 1:07 pm
#53


Balanced PvP between all combat classes.

I guess I'm one of the few who has faith that the combat revamp will fix this problem.


Monthly Driven Story Arc where the outcome effects the game.

I had a lot of fun doing the Cries of Alderran story arc, and I have no reason to believe there won't be more of these after the revamp.


Jedi unlocking system that is quest based not experience grind fest.

I like this new quest system, although admittedly, I haven't gained access to the village yet and therefore haven't done any of the quests firsthand. I just read about the doctor quest and that sounds really fun. I'm not worried about the xp, but I do want to get into the village so I can do the medic related quests.


If you need a time sink, add timers to each box. Then we can go "play the game" as you suggest.


In game player events that are random. Have NPCs attack major cities at random.

Again, I think this is a great idea that will be addressed in the revamp. And they did come out with The Warren, The Corvette and The Death Watch Bunker. That's quite a bit of content if you ask me. The problem is people camping the warren and complaining that the Vette and DWB are too hard.


Intoduce new characters or creatures each month. Has anyone seen this rare creature? etc.

Remember the Gorax? I thought that was pretty cool. I only saw one once, fought it and died very quickly Now granted that was only one, but for me that breeds hope that there will be more.


Instanced Raid Battlefields. Battlefields can hold say 60 people. Inside the two sides battle for control and rewards.

Again, something that I have faith the revamp will address.


There is so much that could be done.



And how do you change your font color like that?
RamhornSWG
Mon Sep 06, 2004 1:16 pm
#54


And how do you change your font color like that?


Highlight the text you want to color, then hit the A with the red underline next to the font size box on the reply screen


I like your responses. One of the few people on this thread that takes time to think of something thoughtful to post.


Perhaps your right when the get around to the Combat Revamp they may add/re-add these things.


But for now alot of people that have been with the game since day one...see alot of effort on Jedi grind land and little else.


Message Edited by RamhornSWG on 09-06-2004 01:17 PM

rhaspede
Mon Sep 06, 2004 1:20 pm
#55

Aha! Thanks
KNT_HERBIE
Mon Sep 06, 2004 1:52 pm
#56

Noj Retsof.....
Time to grind 25 proffessions.....4 Months

Time to grind to Jedi Knight.....4 Months

Time to Die to a Stacker who bought the game Last week......18 Seconds

Playing a Jedi the way SOE envisions instead of George...Priceless

For a Jedi that accually Lasts in Combat theres the movies

For everything else there's SWG


Visit JJJ's Bulk Resources and Night Sister Loot
only 900M from Theed @ -5580 5980
WarpHunter1
Mon Sep 06, 2004 3:17 pm
#57

I am giving this game every chance I can... since I think Star Wars is awesome... but, simply put.. the game is boring... the quests are boring... who can really say these quests are challenging, clever, unpredictable, exciting, novel? My friends drink scotch and listen to intense music to finish them... lol... This game is really driven by egos within the game political structure.. the "wow" factor when someone sees you as a Jedi...and the control of new information... that is why people grind these things out...to get to that point and feel important... my thought is... doesn't good game design and content matter anymore?
RamhornSWG
Mon Sep 06, 2004 4:53 pm
#58

Message Edited by RamhornSWG on 09-06-2004 04:54 PM

Willforce
Mon Sep 06, 2004 5:29 pm
#59


Raziele wrote:
but i pay to play i pay to play for the challenge of being a jedi...the new system albeit a long and difficult path to jedi...will weed out the weak..weed out the ones who dont have the patience to do whats required to become jedi..
Raziele Freewave
Master swordsman ...and i UNLOCKED 4 force skills !!!!!!!!!!!





Thats the problem, its not a challenge.Woopee you ground out 300 professions worth of xp. All it is is one big time sink nothing more nothing less.
Jedi as originally envisioned were supposed to have a population that ebbed and flowed.With the removal of the permadeath that no longer is the case.The reason for changing how to become Jedi over time was to help control the population.That line of thinking no longer applies since all it takes is time for everyone to become Jedi.Changing how long it takes to unlock can no longer be justified.
The only reason left for making the grind longer is to keep people paying to play.

Message Edited by Willforce on 09-06-2004 07:39 PM



__________________________________________
Ronalds Seabreeze---- Bloodfin
Master Tailor - Master Merchant - Master Armorsmith

RIS certified
Raziele
Mon Sep 06, 2004 8:53 pm
#60

Indeed willforce...but if one so desires to pay for the game then who are we to question why ?...so what sony has found a way to exploit us out of more money....ive been feeding soe's coffers since march of 1999 .... prolly coulda bought a cadillac by now lol ...but so what..point is its entertainment.at any time all anyone has to do is delete account and stop payment
AngryHoopJumper
Mon Sep 06, 2004 9:12 pm
#61


Hollyrosie wrote:
Why don't people understand, that force sensitive is not meant to be easy? You want to be a force sensitive crafter? good for you, get the xp thats required.




I'm gonna go off on you for a minute - I apologize in advance; it's nothing personal. It's that I've seen this sentiment echoed a lot of times, and you're all missing the bloody point.


You (and a lot of people like you) are confusing challenge with tedium. No, it's not supposed to be easy. It was, however, supposed to be fun.


Sure, grinding out a combat profession 30 times will have its boring moments, but it can be made a lot more fun - double up with a friend on a solo group. Use guildchat in the downtime after you've whacked away at a bunch of foozles and you're heading to the next mob. Heck, spam a bunch of specials into the queue and chat while you whack the mobs. Running missions isn't really the core of SWG - each lair is a minigame that makes the process of leveling fun. (And because it's fun, time flies -- how many times have we all looked down at the buffometer and asked where the heck our three hours went?)


Grinding out 3000 combines to master a crafting profession is utterly, completely, irredeemably, unfun. Go on. Try it. (G'wan. What are you, some kinda wimp? It's not supposed to be easy! First, unlike combat, there's no downtime between mobs. Second, there's no interaction - no searching for the next mob. It's merely clicking the same pixel locations, pausing a second, hitting ENTER, and clicking the same locations, and doing so 24/7 if you've got the kind of demented brain that can put up with that sort of crap for more than a few minutes without going stir-crazy or violating the EULA. When you're grinding a crafting profession, you can't chat, interact, or do anything else than become a dippy-bird with a finger on the mouse button or macro key, for the entire "play" session. That's not a game, that's the sort of behavior you see in low-functioning autistics.


What's fun in SWG for crafters isn't the crafting, it's the running of a business. (And running a business is something for which there's no XP and no leveling - making a buck in SWG is about player skill, not about player hours spent grinding.)


If the crafting process were a series of minigames, say, like Tetris (make the pieces fall into place - every row complete awards XYZ experience), or perhaps even a randomly-chosen puzzle game (balance a ball on a teeter-totter, sort rolling balls into bins, etc) for every item ground, you could sit down, play little puzzle games for 5.62 days of in-game time, and it'd be overwhelmingly more fun than the present system, even if the amount of time required was exactly the same.


If a game is "fun", it won't be described as "a grind". Make it "fun", and nobody'll care if it's easy or hard.

ZabrackDimo
Mon Sep 06, 2004 9:18 pm
#62






Hollyrosie wrote:
Why don't people understand, that force sensitive is not meant to be easy? You want to be a force sensitive crafter? good for you, get the xp thats required.





Why do you not understand that the quest system was supposed to eliminate the grinding? Do you not realize that you must grind out enough experience to master all 32 professions to be force sensitive? All this has done is change what gets ground. Now instead of grinding out different skills you MUST grind out a few skills for the rest of your life or until you quit. This system is driving people away from the game, not just away from jedi.
rhaspede
Mon Sep 06, 2004 9:40 pm
#63

It's merely clicking the same pixel locations, pausing a second, hitting ENTER, and clicking the same locations, and doing so 24/7


There's your problem right there. You made up your mind to sit and click your mouse 24/7 until you've earned the xp you need.

So it takes (hypothetically) 5000 stimpacks foryou to gain the xpyou need to getyour first FS skill. (I say stimpacks cause I'm a medic) Why do you feel the need to stop playing the game as you normally do and sit at your computer from 8:00am to 10:00pm crafting those stimpacks? Why can't you just craft the stimpacks as you need them, (which is what you were probably doing before) and once you get the right amount of xp, go turn it in to the village? Nobody is making you grind this xp out but you.


What other method should there be for gaining crafting xp other than crafting? What would you suggest?
Taborzoid2
Mon Sep 06, 2004 9:40 pm
#64






Hollyrosie wrote:
Why don't people understand, that force sensitive is not meant to be easy? You want to be a force sensitive crafter? good for you, get the xp thats required.





EXACTLY!



Steve Sullivan – Director of R & D for Lucas Arts Entertainment.

“I think George has always seen movie making and video games to be very closely related…..he cares about telling stories, and these are two different mediums in which you might tell a story”

I think we were able to “tell” better stories, when we had player interdependency, and multiple, variable classes.
Moriendor
Mon Sep 06, 2004 9:49 pm
#65






Whatisahandle wrote:
It's not even THAT hard. I rather grind millions of exp as a master, than grind millions of exp TO master(s). The "hard" part is the waiting you have to do if you didnt get lucky with free branches. I think the system is just fine. Waiting times make sure you don't unlock in a day or too.






I disagree. I may be the typical person who didn't decide to do the holo grind. I was disappointed that the path to Jedi was just grinding professions at first. I was happy with my professions I had back then and didn't want to change so soon so I decided to wait with the grind until I got bored with my current professions. I was under the impression that the holo grind would be in the game for a looong time anyway so why rush things now that the path was clear?


The devs then announced that the path to Jedi would be changed and if my memory doesn't totally fail me, then they firstsaid it would happen in April 2004 so I thought fine, I can wait four months.


Well, we all know when publish 10 and the "quest" system (*cough*) really hit live (remember that the devs didn't tell us in the beginning that the whole Jedi and FS revamp would comprise two full publishes and that Jedi would happen before the FS stuff).


I would honestly prefer holo grinding over the current system. Not only is the wait cruel but also grinding XP as a master is extremely boring. Same type of XP over and over and over.


Holo grinding did at least have an element of excitement when you went to train themaster boxand were hoping for unlock. You also got a chance to explore different professions, maybe even to stick with them for a few days etc and enjoy them.


No such thing here in the new system. It's just filling in boxes and capping XP about 124x (if you have no free unlocks and a single combat profession and do -say- unarmed all the time). Once you have filled all 6 branches, you will have spent over 25 hours just *travelling* from Science Outpost to Aurilia and back alone lol.


It's unfun... I'd rather do different professions than killing rancors all day long. Will have to do that for Jedi XP soon enough. Seriously, spending the next 4.5 months capping XP at least once per day (otherwise you can't make it after exactly 18 weeks) is kinda gaga. I have absolutely nothing against holo grinders and have no problem with them getting free unlocks and stuff but this is unbalanced if someone else can (illegally) AFK-craft or (legally) do AFK-entertainment and gets a full branch for that which requires current grinders to cap their weapons/combat XP 20.4x (converting different XP is out of the question .. do the math).


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