Player Associations Archive
Thread: THE FUTURE...
wasnt sure where to post this but i figured it probably affects PAs more than most (although its relevant for everyone)
I was discussing with a friend on MSN why he decided to stop playing SWG and moved on to FF11.
ive decided to post it in the hopes of more feedback form the community and maybe it leading to an improvement in the gameplay of SWG.
S says: Oh SWG getting a big changes overall soon
DB says: Cool I will resume playing it at some point I gust got a big downer on it due to really annoying up grinding
S says: You’ll find that with most MMORPG - the simple answer is to find a profession you like - does the grinding then have fun
DB says: Problem is I hate the grinding FF 11 has been fun from the outset and has an involving story line
S says: You’ll laugh though - if you disliked grinding in SWG you’ll probably hate 90% of all others - SWG you can master nearly all the professions in 3-4 months yet EQ takes 6+ months to master one class
S says: SWG progression is too fast IMO and its easier to grind solo than it is to have fun while xping
DB says: I just find no point in doing it I suppose I started to find that there was no sense of accomplishment and no real reason for doing it
S says: the role-playing heart of the game is at the end of the grinding with regards to MMORPGs - its the same with EQ to an extent - you rarely see level 1 to 20 guilds - all guilds are 50+
S says: SWG is more PAs - you want to be a part of the GCW join a PA that is aligned
DB says: The way I see it though there should be fun content for all characters from beginning to end and ff 11 actually has done that not to mention people seem a lot more friendly in SWG its easy to find a group but its rare they do anything but fight
DB says: Must start using punctuation it helps
S says: You’re right because unless you’re a crafter fighting is the only way to a) gain xp and b) earn money
S says: The mission terminals where a good way of getting the initial money into the servers but they need to go now in my opinion and be replaced with a characters initial bank account
S says: Problem with the initial bank account though is stopping people buying a new account and making new characters and giving the money to a character on another account
DB says: True
DB says: You know it’s bad enough to play these games how sad must you be to pay for a second account with real money just to get more pretend money
S says: How’s this for an idea ... for the first week of a characters life they get 1k cr per day? Would help those new characters but would you really run a second account knowing you would only be able to make 6k a week?
DB says: Depends how valuable the cr are i.e. what they would buy
DB says: But personally I wouldn't
DB says: I think it would be cool if for the first week you got an apprentice-ship where you can do certain tasks depending on your profession for cash
S says: Aye that would be cool
S says: Kind of like mission terminals but only until you have got so far into your profession to make enough money on your own
DB says: Well I was thinking more story based so it changes depending on loc
DB says: the terminals are the problem having people that give occasional missions would be cool but they should have stories attached and not be go to point x and kill critter a
S says: problem with stories is that if you have like say 100 different stories it wont be long before you see the details for them (and the spoilers) listed on the various websites
S says: So they would have to pay people to come up with new stories all the time
S says: It would be better to let the players come up with the stories IMO
S says: But to do that they need to remove (at some point) this ability to be totally self sufficient
DB says: what I mean by stories is actual tales to the quest for example some asking you destroy a womp rat nest because they keep chewing on his moisture vaporators power cables etc. the missions could be flagged so there are nor repeating some where as others could be we need to cull the krevol population I will pay x cr for each one you kill
S says: They already exist
S says: The culling is hunting missions
S says: You got x number to kill to complete
DB says: After a certain amount of time cull missions could be changed to show that you have culled them
DB says: No they don't because they are random with no story and they do nothing to change the game world
S says: There are already a lot of different types of missions - the higher skill you get the tougher the missions get
S says: It is changing the game world - its enabling you as a player to advance
DB says: But the mission mean nothing to the world even the GCW missions have no bearing on the game world
S says: And then your actions with others change the game world overall
S says: To have every small detail affect the entire game world would be a logistical nightmare (especially in SW since you already have the future set in stone from the films)
DB says: No they don't 2 years from now all those missions will still be there because they are randomly generated and so do not exist in the world before you take them and cease to exist if you finish them or delete the mission
DB says: the problem as I see it is the lack of connection from the missions not to mention the overall pointlessness of them the game creates the monsters just for you to kill at least the hunting missions you actually have to look for them they are not created just for you
S says: but you wont be there 2 years from now - if you set a point where you can no longer select those missions (because your in an advanced profession) then those missions have no more effect on your gaming experience
DB says: I think we have opposing views of this as I see things every mission should impact on the world and the people of the world but due to the randomness of the game nothing matters
S says: agreed but those missions should just be for starters - advanced missions come from players - X armour smith for instance wants some krayt dragon bones - so they create a mission and contact friends to go kill one
DB says: In the end there is no content it’s all too random
S says: at the moment it is because the game is still new - EQ was like this in its first year - give it time and more "content" will be introduced
DB says: That seems to me the wrong way to do things as you lose half your players before you get any content
S says: maybe but in the MMORPG workings you need to put in a hell of a lot of time and money to get the game working - at some point they money needs to be made back before you can put more into it - hence why the game was released with still some bugs
S says: They set a budget (like a film budget) and will get as much of the game working in that time
S says: I have seen it with so many MMORPGs - I have been playing them for 5 years
DB says: Then they should have fully developed one or two worlds rather then randomly generating 7
S says: Imagine how crowded one world would be - you have to think of the player base too
S says: And another thing - if you put too much detail and it goes wrong when you go live you have to redo everything - with a loose framework at the start it’s not so hard to change little details
S says: Well I’m off home - cya later
DB says: Cya
Sorry its a bit long but i feel its well worth sharing