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Thread: I have a bad feeling about this...
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JranZu
Fri Oct 17, 2003 10:03 pm
#1
So I just had a thought... With these three new additions we have coming (Cities, Mounts & Vehicles) They could be coming out with 3 new profesions... We know for a fact there will be at least 1.
What if these also get thrown into the mix for existing characters... What if they don't...
There are a couple of problems with this. If the first one is true, which I don't think it is, then it could really mess with all of us who don't open the slots by then... And if it's not true, then will any of us ever try and become one of those... knowing that we where waisting our time in opening the slot.
On a side note, will Jedi be aloud to become pilots??? Hmm...
Infestus
Mon Sep 13, 2004 1:16 pm
#2
there are also 2 free for all sectors i believe. so if you wanna get into the action, calculate that vector and hit the hyperdrives... but if youd rather just hippiy hop along... go 'head
Dr_Eggman
Mon Sep 13, 2004 1:16 pm
#3
Thank you for feedback, but I mostly ment to relate this to PVP, perhaps my title and first paragraph were a little misleading
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Kintobor
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Kintobor
O_Empath
Mon Sep 13, 2004 1:24 pm
#4
All I'd like to say is please, please, please let us have some good PvP, and don't mess it up for us.
Dr_Eggman wrote:
Does anyone find any problem with the idea of a massive number of people trying to battle in space while trying to remain pivitol to the battle?
From the movies, which I assume most players wish this game was like, space battles consisted of a small group of fighters or a single fighter battling out against innumerous foes with friend and foe exploding around them. In a movie there are a few heroes and the fodder. In Galaxies, everyone wants to be the heroes in those battles. No one wants to be that generic guy that explodes just on the edge of the screen, but in JTL many will be forced to. Needless to say this will leave some players (particularly poor ones) angry and willing to take that out on someone else. The Fact that JTL seems so focused on PVP only seems to reinforce this for me.
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Kintobor
Jediwind
Mon Sep 13, 2004 2:36 pm
#5
Suxs does it,Thats the way combat is. Everyone of us want to be the Ace or the guy that does some move that makes people go wow if you want to live you have to have3 things
1.a lotta luck
2.skill
3. A good friend watching your six.
Having to deal with NPCs and PCs wont be easy but not everyone can take it.
Message Edited by Jediwind on 09-13-2004 02:37 PM
zoneof86
Mon Sep 13, 2004 3:12 pm
#6
hey man if you want ill be that exploding guy, i will anyways.......
Dr_Eggman wrote:
Does anyone find any problem with the idea of a massive number of people trying to battle in space while trying to remain pivitol to the battle?
From the movies, which I assume most players wish this game was like, space battles consisted of a small group of fighters or a single fighter battling out against innumerous foes with friend and foe exploding around them. In a movie there are a few heroes and the fodder. In Galaxies, everyone wants to be the heroes in those battles. No one wants to be that generic guy that explodes just on the edge of the screen, but in JTL many will be forced to. Needless to say this will leave some players (particularly poor ones) angry and willing to take that out on someone else. The Fact that JTL seems so focused on PVP only seems to reinforce this for me.
I think the truly massive battles should play out a little differently than currently suggested by the info released. I think truely massive battles should be an instanced event. It would work out like a battlefield that maybe you need hyperspace coordinates to reach or something, not just something you flying too (it would be to taxing to display). On the special instance, a limited number of allies and enemies could fight each other in the midst of a huge NPC battle between those opposing factions. This would simulate the epic nature of battle of the movies by keeping the PCs in to small groups fighting on oneside or the other with large numbers NPCs. This instance would be setup on a separate server that you load into and out of when you enter the hyperspace coordinates. This would reduce the taxing of the normal serves so they aren't effected by huge instanced battles. The Coordinates could come from a quest or a reward or even a POI.
Thoughts? Comments?
.................................................................................................................
Kintobor
Tremk_Stryder
Mon Sep 13, 2004 3:40 pm
#8
i will give a whole new meaning to "bursting your ubble" in JTL...lol
now im off to find a good joystick
Dr_Eggman
Tue Sep 14, 2004 12:46 am
#9
Does anyone find any problem with the idea of a massive number of people trying to battle in space while trying to remain pivitol to the battle?
From the movies, which I assume most players wish this game was like, space battles consisted of a small group of fighters or a single fighter battling out against innumerous foes with friend and foe exploding around them. In a movie there are a few heroes and the fodder. In Galaxies, everyone wants to be the heroes in those battles. No one wants to be that generic guy that explodes just on the edge of the screen, but in JTL many will be forced to. Needless to say this will leave some players (particularly poor ones) angry and willing to take that out on someone else. The Fact that JTL seems so focused on PVP only seems to reinforce this for me.
I think the truly massive battles should play out a little differently than currently suggested by the info released. I think truely massive battles should be an instanced event. It would work out like a battlefield that maybe you need hyperspace coordinates to reach or something, not just something you flying too (it would be to taxing to display). On the special instance, a limited number of allies and enemies could fight each other in the midst of a huge NPC battle between those opposing factions. This would simulate the epic nature of battle of the movies by keeping the PCs in to small groups fighting on oneside or the other with large numbers NPCs. This instance would be setup on a separate server that you load into and out of when you enter the hyperspace coordinates. This would reduce the taxing of the normal serves so they aren't effected by huge instanced battles. The Coordinates could come from a quest or a reward or even a POI.
Thoughts? Comments?
.................................................................................................................
Kintobor
From the movies, which I assume most players wish this game was like, space battles consisted of a small group of fighters or a single fighter battling out against innumerous foes with friend and foe exploding around them. In a movie there are a few heroes and the fodder. In Galaxies, everyone wants to be the heroes in those battles. No one wants to be that generic guy that explodes just on the edge of the screen, but in JTL many will be forced to. Needless to say this will leave some players (particularly poor ones) angry and willing to take that out on someone else. The Fact that JTL seems so focused on PVP only seems to reinforce this for me.
I think the truly massive battles should play out a little differently than currently suggested by the info released. I think truely massive battles should be an instanced event. It would work out like a battlefield that maybe you need hyperspace coordinates to reach or something, not just something you flying too (it would be to taxing to display). On the special instance, a limited number of allies and enemies could fight each other in the midst of a huge NPC battle between those opposing factions. This would simulate the epic nature of battle of the movies by keeping the PCs in to small groups fighting on oneside or the other with large numbers NPCs. This instance would be setup on a separate server that you load into and out of when you enter the hyperspace coordinates. This would reduce the taxing of the normal serves so they aren't effected by huge instanced battles. The Coordinates could come from a quest or a reward or even a POI.
Thoughts? Comments?
.................................................................................................................
Kintobor
Stakex007
Tue Sep 14, 2004 12:53 am
#10
Nothing says you have to PvP. A lot of people want to PvP becuase its twitchy and an NPC cant put up as good of fight as a player. Thoes less gifted player can stick to fighting NPC's while the others battle it out. This would be a lot of work that appeals to non PvP types. Which I have not seen many of thoes.
Im sure there will be many NPC missions for people to do if they wish not to fight PvP.
Im sure there will be many NPC missions for people to do if they wish not to fight PvP.
-MAUL-
Tue Sep 14, 2004 9:24 am
#11
>>>Does anyone find any problem with the idea of a massive number of people trying to battle in space while trying to remain pivitol to the battle?<<<
Ah yes, entering the furball.
First know your ship,
second train with a wingman. (sign outside an RAF Briefing room " Fly ALone, Die Alone")
Learn Situation Awareness (SA).
There are 2 styles of flying, Turn and Burn (T&B) and Zoom and Boom (Z&B).
After you learn to lfy, then you have to learn air combat. It dosent matter if your in a Spad (WWI bi-plane) or an Tie Fighter. The learning curve for staying alive in a furball is steap. Where T&Bers live in the X & Y zones (left & right), and knife fight. The Z&Bers live in the vertical.
You have to find out which ship and fighting style you are best at. Then stick with it.
There are books you can get on SA that have stood the test of time.
Some quotes from history to ponder on....
"The idea is not to die for your country, but to make the other poor bastage die for his" General Patton
" Patrol your airspace, shoot down the enemy, Nothing else matters" Baron Von Richtoffen
" Fill your windscreen with his tail, then fire everything you have" RAF Ace
Ah yes, entering the furball.
First know your ship,
second train with a wingman. (sign outside an RAF Briefing room " Fly ALone, Die Alone")
Learn Situation Awareness (SA).
There are 2 styles of flying, Turn and Burn (T&B) and Zoom and Boom (Z&B).
After you learn to lfy, then you have to learn air combat. It dosent matter if your in a Spad (WWI bi-plane) or an Tie Fighter. The learning curve for staying alive in a furball is steap. Where T&Bers live in the X & Y zones (left & right), and knife fight. The Z&Bers live in the vertical.
You have to find out which ship and fighting style you are best at. Then stick with it.
There are books you can get on SA that have stood the test of time.
Some quotes from history to ponder on....
"The idea is not to die for your country, but to make the other poor bastage die for his" General Patton
" Patrol your airspace, shoot down the enemy, Nothing else matters" Baron Von Richtoffen
" Fill your windscreen with his tail, then fire everything you have" RAF Ace
Detchi
Thu Apr 14, 2005 2:14 pm
#12
For the most part, I'm an optimist. And I admit to being a Star Wars fanboy. Back in 1977, my cousins and I were the first in line when new action figures we released. As the years passed, we collected all the new toys, blew up stormtroopers, bashed the hell out of each other using sticks as lightsabers and basically had a good time of growing up in the fantasy world that Lucas gave us. I even liked The Phantom menace, seeing it's need and place in the movie series, despite Jar Jar Binks. When I discovered that Star Wars Galaxies was going to be the fantasy world I'd always hoped for, I jumped right in, and have enjoyed almost every moment of it.
Yet now, the more I consider the CURB and the state of the game, I am disheartened by the direction we are headed.
The coming CURB is ok. It's not great, it's not a game killer. I think the problem is it should not have been done to begin with. Players wanted existing problems fixed, existing professions balanced, not a complete remake of the game. It's been written, shouted and screamed since the first week of this game by thousands of players, yet these issues have fallen on deaf ears. And that's the root of why I am concerned with the direction of this game: The developers don't listen to the player base.
Look at the current test center poll asking "How would you rate your Combat Upgrade game-play experience last night?" This poll hovers around 70-75% of players having a poor experience, yet the development team waves this off as players fearing change. Why ask the question if you aren't going to listen to the answer?
Browse the profession forums, and look at the top issues list for every profession. How many of those issues have been around since day one of this game? At least half, and some of the issues are simple fixes, such as fixing Warcry (give a short delay, place reuse on a timer!). Can tailors please have skirts fixed? And take a look at the DE list of known issues to see a profession that was 'revamped', but never actually had their problems fixed. The CURB just changes the top issues, it changes the bugs around, so basically we will be starting from scratch. I don't know if the even the loyal fans have this much patience. We aren't afraid of change, we're tired of things not being fixed.
The largest problem goes deeper than just fixing bugs and broken specials. It's the Developers inability to give players solid content. I hear more than anything else from my friends that have left/ are leaving is "What else can I do today?". There's only so many times a player can run the Geonoshian caves or The Warren before getting completely bored. The story arcs are fairly large successes, not because they have great content, but because players are so thirsty for new things to do they accept anything given to them. The Death Watch Bunker and Geonoshian Labs were steps in the right direction, but I fear they are too little too late. And we've had almost nothing since then.
How hard would it have been to add 5-6 new weapons and a new 'dungeon' every month? I look at the new acid swords and energy knucklers and think they could have been added to the game last year. Sure, we got a few new blasters, a crappy carbine and a couple of swords, but it was trickled out so slowly, over so long a period, that it just hasnt made a difference. And for real content in comabt, so many other things could have been added to weapon crafting, armor crafting and damage types. Still, the point of this isnt what ideas I dont like, but the fact they did almost nothing.
To those that would say they have added new content, I refer you to World of Warcraft as a standard for content. The game has at least 10x the content Star Wars Galaxies has, and they have introduced more new content within the first 6 months of that game than we have seen in almost two years. They have shown it is possible to have a game with large amounts of content without unbearable lag or a huge amount of bugs. Sure, WOW has issues, but I promise you they dont seem as bad when people are busy exploring new game areas.
To be fair, Rage of the Wookies looks to have nice content. It's a little overdue, but even this may be too late. How many people that have left because of nothing to do in game are going to come back, drop an additional $25 to play new content? Not very many. I just don't know if it's going to have a great impact.
In the end, this game has two paths it can follow. Either I will be reading some game magazine article next year with an article about how SOE showed what not to do with a MMORPG, or the developers can listen to the players NOW. CURB or not, fix the bugs in game. Take advantage of the Episode 3 hype and add more content after ROTW. Alot more content. Keep it coming every few weeks if possible. If the Developers would even come out and say "Hey, we dropped the ball, spent alot of money we shouldnt have, but this CURB thing has woken us up." I know that even that would bring players back to the game. We're a forgiving lot... we just want it done right.
Otherwise SOE is going to lose EVERYONE. Including me... not because I've canceled my accounts, but because SOE has had to turn the servers up and shut the game down from lost revenue. That's not what I want to see happen. Give us the game we want, the game we've paid for. Please.
Yet now, the more I consider the CURB and the state of the game, I am disheartened by the direction we are headed.
The coming CURB is ok. It's not great, it's not a game killer. I think the problem is it should not have been done to begin with. Players wanted existing problems fixed, existing professions balanced, not a complete remake of the game. It's been written, shouted and screamed since the first week of this game by thousands of players, yet these issues have fallen on deaf ears. And that's the root of why I am concerned with the direction of this game: The developers don't listen to the player base.
Look at the current test center poll asking "How would you rate your Combat Upgrade game-play experience last night?" This poll hovers around 70-75% of players having a poor experience, yet the development team waves this off as players fearing change. Why ask the question if you aren't going to listen to the answer?
Browse the profession forums, and look at the top issues list for every profession. How many of those issues have been around since day one of this game? At least half, and some of the issues are simple fixes, such as fixing Warcry (give a short delay, place reuse on a timer!). Can tailors please have skirts fixed? And take a look at the DE list of known issues to see a profession that was 'revamped', but never actually had their problems fixed. The CURB just changes the top issues, it changes the bugs around, so basically we will be starting from scratch. I don't know if the even the loyal fans have this much patience. We aren't afraid of change, we're tired of things not being fixed.
The largest problem goes deeper than just fixing bugs and broken specials. It's the Developers inability to give players solid content. I hear more than anything else from my friends that have left/ are leaving is "What else can I do today?". There's only so many times a player can run the Geonoshian caves or The Warren before getting completely bored. The story arcs are fairly large successes, not because they have great content, but because players are so thirsty for new things to do they accept anything given to them. The Death Watch Bunker and Geonoshian Labs were steps in the right direction, but I fear they are too little too late. And we've had almost nothing since then.
How hard would it have been to add 5-6 new weapons and a new 'dungeon' every month? I look at the new acid swords and energy knucklers and think they could have been added to the game last year. Sure, we got a few new blasters, a crappy carbine and a couple of swords, but it was trickled out so slowly, over so long a period, that it just hasnt made a difference. And for real content in comabt, so many other things could have been added to weapon crafting, armor crafting and damage types. Still, the point of this isnt what ideas I dont like, but the fact they did almost nothing.
To those that would say they have added new content, I refer you to World of Warcraft as a standard for content. The game has at least 10x the content Star Wars Galaxies has, and they have introduced more new content within the first 6 months of that game than we have seen in almost two years. They have shown it is possible to have a game with large amounts of content without unbearable lag or a huge amount of bugs. Sure, WOW has issues, but I promise you they dont seem as bad when people are busy exploring new game areas.
To be fair, Rage of the Wookies looks to have nice content. It's a little overdue, but even this may be too late. How many people that have left because of nothing to do in game are going to come back, drop an additional $25 to play new content? Not very many. I just don't know if it's going to have a great impact.
In the end, this game has two paths it can follow. Either I will be reading some game magazine article next year with an article about how SOE showed what not to do with a MMORPG, or the developers can listen to the players NOW. CURB or not, fix the bugs in game. Take advantage of the Episode 3 hype and add more content after ROTW. Alot more content. Keep it coming every few weeks if possible. If the Developers would even come out and say "Hey, we dropped the ball, spent alot of money we shouldnt have, but this CURB thing has woken us up." I know that even that would bring players back to the game. We're a forgiving lot... we just want it done right.
Otherwise SOE is going to lose EVERYONE. Including me... not because I've canceled my accounts, but because SOE has had to turn the servers up and shut the game down from lost revenue. That's not what I want to see happen. Give us the game we want, the game we've paid for. Please.
Meekas
Thu Apr 14, 2005 10:04 pm
#13
I totally agree with this post! I am also wondering how many people will be leaving,I just cancelled my preorder ROW, and will cancel my account ( VETERAN since Pre launch ). I'm baffled by the Dev teams Poll, and the way they are handling it.
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