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Thread: 1st Week Impressions
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Tumbler2002
Thu Nov 04, 2004 4:23 pm
#1
Now that i've been playing this game for all of one week I wanted to put down my thoughts on the experience I've had with this game.
I started playing SWG again about a month prior to JTL coming out and did so just to get a rank in the Imperial army hoping that would help my start as an Imperial Pilot. Unfortunately it doesn't but it was pretty easy to get started. The initial tie fighter you get is very weak but it gives you a way to get started and you can collect enough loot to outfit your first ship.
The early missions didn't seem to pay very much and for the first few tier 1 boxes, money was very tight. Once you grind through the Tier 1 missions and get a ship you can outfit the game becomes much more fun. Money starts coming in a bit faster and it takes an hour or so to crank through tier 2 boxes. Once you get into tier 3 things slow down a bit as you have to try and purchase a better ship, buy better equipment and start facing much harder enemies.
I'm a 3332 Imperial pilot atm and am having a great time. I have forced myself to limit my play time each day as my girlfriend is becoming more and more angry... Kudos to the devs on making a fun game.
A few things I got stuck on or had trouble with while starting out.
Money - Money to buy that first ship is really tight for a new character. I ended up beggin other players for credits unitl I had enough to buy the ship. At the rate I was making money killing enemies in space it was never going to happen. I'd suggest upping the tier 1 credit reward a little so players can earn enough money in space. Tier 2 seems much better, and tier 3 enemies start paying very decent money.
Astromech programs - Need to have a mission give some unprogrammed droid modules as a reward so players discover how to use these. I didn't realize how to use these until I was in tier 3 missions. They are very useful programs, so have tier 1 astromech training come with one free unprogrammed droid chip.
Travel - Why can't we travel to at least 1 place on each planet?
Flashspeeder - A 2 seat speeder that can't have a passenger... Why can't we have multiple passengers in speeders/ground vehicles?
Chassis Broker - Confusing having to take Blueprints to a chassis broker to get the deed. In some cases, difficult to find the chassis broker (Naboo, Theed spaceport). If there was a standard place in each starport for them and they looked the same it would help a lot. Travel terminals are very noticeable, big green screen, stands out. Chassis brokers should all be in the main area where ship terminals and travel terminals are. Would make more sense.
PVP and Master pilot mission - I haven't gotten here yet but it sounds awful. If the last mission has to be done in an area where pvp is on all the time, then it sounds like a griefers paradise. I hope it doesn't work out this way, I'll see when I get there.
I started playing SWG again about a month prior to JTL coming out and did so just to get a rank in the Imperial army hoping that would help my start as an Imperial Pilot. Unfortunately it doesn't but it was pretty easy to get started. The initial tie fighter you get is very weak but it gives you a way to get started and you can collect enough loot to outfit your first ship.
The early missions didn't seem to pay very much and for the first few tier 1 boxes, money was very tight. Once you grind through the Tier 1 missions and get a ship you can outfit the game becomes much more fun. Money starts coming in a bit faster and it takes an hour or so to crank through tier 2 boxes. Once you get into tier 3 things slow down a bit as you have to try and purchase a better ship, buy better equipment and start facing much harder enemies.
I'm a 3332 Imperial pilot atm and am having a great time. I have forced myself to limit my play time each day as my girlfriend is becoming more and more angry... Kudos to the devs on making a fun game.
A few things I got stuck on or had trouble with while starting out.
Money - Money to buy that first ship is really tight for a new character. I ended up beggin other players for credits unitl I had enough to buy the ship. At the rate I was making money killing enemies in space it was never going to happen. I'd suggest upping the tier 1 credit reward a little so players can earn enough money in space. Tier 2 seems much better, and tier 3 enemies start paying very decent money.
Astromech programs - Need to have a mission give some unprogrammed droid modules as a reward so players discover how to use these. I didn't realize how to use these until I was in tier 3 missions. They are very useful programs, so have tier 1 astromech training come with one free unprogrammed droid chip.
Travel - Why can't we travel to at least 1 place on each planet?
Flashspeeder - A 2 seat speeder that can't have a passenger... Why can't we have multiple passengers in speeders/ground vehicles?
Chassis Broker - Confusing having to take Blueprints to a chassis broker to get the deed. In some cases, difficult to find the chassis broker (Naboo, Theed spaceport). If there was a standard place in each starport for them and they looked the same it would help a lot. Travel terminals are very noticeable, big green screen, stands out. Chassis brokers should all be in the main area where ship terminals and travel terminals are. Would make more sense.
PVP and Master pilot mission - I haven't gotten here yet but it sounds awful. If the last mission has to be done in an area where pvp is on all the time, then it sounds like a griefers paradise. I hope it doesn't work out this way, I'll see when I get there.
Mkappus
Thu Nov 04, 2004 4:39 pm
#2
I am impressed with the game. From beta to live they improved some things greatly. The sector map is much much better in live.
Things I think could be improved:
1. Reverse engineering - it is a huge time sink. Is there any way we could come up with advance storage/analysis devices that we could use like packs. Throw all our components in there, and when we get 4 of a kind it spits on out. Or at least a color code/numeric ranking that is viewable without having to examine each and every component.
2. Disparity between pilot professions. From what I am reading going rebel seems to be the easiest. We get ships that escalate in mass and weapons very quickly. Privateers and imperials seem to have it much harder. I know that each profession should feel somewhat unique, but from what I am hearing many people are looking to give up privateer to go rebel.
As far as cash goes, I have tons from the ground game. If you try and survive on the payouts and credit chips alone, you won't make it. However, you get enough loot that you should be rich. I know tons of shipwrights who are buying any and all loot they find on the bazaar for 3k-5k. Shipwrights are searching for the Firespray schematic. I know some shipwrights who pay 5k per level of the piece of loot, I think they are hoping to be able to come up with some kickbutt reverse engineered items and sell them for a premium. Sell the loot you get, you should always be able to make more off of the loot then you possibly can on the payouts.
Tumbler2002
Thu Nov 04, 2004 4:49 pm
#3
"The sector map is much much better in live."
I was in beta and I didn't see much difference in the map. In fact the biggst complaint I had in the beta, zooming out not saving, is still there. And now when I select a point on the map and hit "autopilot to" it flies to some point way off to one side.
The map wasn't very useful to me before and it's still isn't now... I like how you can rotate and move around it pretty easily but having to zoom way out each time seems rediculous. Why would anyone ever want to look at that map zoomed in?
I was in beta and I didn't see much difference in the map. In fact the biggst complaint I had in the beta, zooming out not saving, is still there. And now when I select a point on the map and hit "autopilot to" it flies to some point way off to one side.
The map wasn't very useful to me before and it's still isn't now... I like how you can rotate and move around it pretty easily but having to zoom way out each time seems rediculous. Why would anyone ever want to look at that map zoomed in?
Starson
Thu Nov 04, 2004 5:05 pm
#4
I, like you started playing SWG about 4 month's ago, just to get established and familiar with the game. The ground game is ok, never been one who like's 'sandwich' type combat, you know engage ememy, hit a few hot keys, go make a sandwich, come back combat is over. Combat revamp is comming, can't wait. JTL is the reason I waited a year to buy the game, I playe about 4 or 5 weeks in beta, and preordered, so I started live on the 27th. I LOVE IT with all the passion of a true Star Wars fan, it is every thing i envisioned and more. Don't put to much faith in what you read in the forum's, most people here grief and cry about every little thing, fortunately the people onthese forum's are a minority, the main player base never come here because it's 90% negative. The game does have some problems, but I know the dev.'s are working on them. Have fun and I hope you enjoy it as much as I do.
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