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Thread: We can work this out SOE, really.
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psikobunny
Thu Mar 17, 2005 2:50 pm
#14
Vegitaa has pretty much nailed it on the head.
Let me address a few questions though.
Do you really think these kinds of mechanics weren't considered during development?
There are logical reasons we have large massless inventories, and all sides have customizable ships. It goes back to basic game theory about Function vs Realism, and the Fun Threshold. It drives me batty enough trying to find a Shipwright to RE some parts, or a Smuggler to slice for a minute and a half. If I had to find said Smuggler, pay him to follow me to my home, pick up my things, then deliver them for me... how is that playing the game? Every timesink process in swg is constantly reexamined, thus we get larger inventories, quicker shuttle times, more frequent rare resource spawns, etc. Having your proposals implemented would fly in the face of most theories about what makes a big game fun, expecially since it involves a live audience who has become acclimated to a certain way of doing business.
I'm not saying it to be mean, but for all your talk you have a pretty weak grasp on the fundamentals of game design.
Only ratings Ive handed out in this thread were a fiver to vegitaa. Much more in tune with the Piloting community and the game of swg than the OP.
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