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Star Wars Galaxies

Star Wars Galaxies 

SWG Veteran Refuge  » If SWG is so bad NOW, what made it so good in the past?

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61 posts found
  TheHavok

Hard Core Member

Joined: 7/13/04
Posts: 1581

"Free crack and everybody gets laid."

 
4/29/08 11:08:13 PM#1

First off, im not trying to hate on SWG at all, past and present form.  I simple just want to know what made star wars galaxies such a great came back in the day before the CU and NGE.  I played the trial for 2 weeks a couple of months after it was released but i didn't get a good feel for the game.  So please, explain to me what the old SWG was like.

"The WoW forums are and have always been, the true heartbeat of the game. Having said that... RIP wow. You had a good run." - MAnalog 10/13/10

So WoW is dead?

  RelCenturica

Novice Member

Joined: 9/19/04
Posts: 90

4/29/08 11:17:11 PM#2

- Lots, and I mean LOTS, of players. Enough that we had servers rivalling each other.
- 32 professions and the freedom to mix and match.
- A skilling system where doing specific things granted specific xp. And the social aspect of teaching people skills.
- A player-driven and player-run economy. Everything would break down and replaced, crafters and crafting mattered.
- No Instant Travel. We waited at shuttleports. And in that time we meet a lot of people, made friends.
- Bustling capital and player cities. And then the massive PVPs of one guild attacking another's city.

Though these are just but a few of the things that seperates NGE from Pre-CU, there are a whole lot more that I'm sure other people will post up :)

"There's one MMO developer that doesn't want the money put in front of them - SOE"

  Bakgrind

Novice Member

Joined: 2/11/06
Posts: 255

vincere aut mori

4/29/08 11:28:02 PM#3

Well here is my summation of it. A lot  more classes to play ( broken though they may of been ) A more populated game with not that much content. The NGE to me is the exact opposite. Less more simplified classes to play. A lot more content  with less people playing.  So I guess for me the best part of pre NGE was the people that you met along the way.

  Thunderous

Apprentice Member

Joined: 2/28/08
Posts: 1203

4/29/08 11:43:39 PM#4

FREEDOM.

You had choice.  You didn't have a class, a level, a restriction.  You could do whatever you wanted, whenever you wanted.

You NEEDED to socialize with other players.  Doctors had lines 100 people long waiting for buffs.  Entertainers had danced and played music for hundreds of people...

Pre-CU SWG offered something that no game today offers, FREEDOM.

Tecmo Bowl.

  Sabic133

Apprentice Member

Joined: 3/07/07
Posts: 41

4/30/08 12:32:02 AM#5

Originally posted by Thunderous

FREEDOM.

You had choice.  You didn't have a class, a level, a restriction.  You could do whatever you wanted, whenever you wanted.

You NEEDED to socialize with other players.  Doctors had lines 100 people long waiting for buffs.  Entertainers had danced and played music for hundreds of people...

Pre-CU SWG offered something that no game today offers, FREEDOM.

Couldn't be said better,  now the only social activity you can get (if your on one of the 3 populated servers) is a "what can you do for me?" type attitude.  I played on Bria the most populated by far and the only time you can get any type of group for anything now is "I will join you for a heroic if I can get -insert generic loot here-" 

 

  User Deleted
4/30/08 2:42:47 AM#6

.....looking back at it through rose colored glasses.

  zaxxon23

Novice Member

Joined: 12/06/06
Posts: 1280

4/30/08 2:48:58 AM#7

Pre-cu and pre-nge SWG was one of those situations where you just don't know how great you have it until it's gone.  As others before me have posted, SWG had freedom; where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group. 

What SWG failed at was creating content.  In the era of wow, it's hard to compare SWG with the content offered in today's MMO landscape, and the lack of content (read - more dungeons and new mobs to kill) was what made people move from SWG to WOW.  If SWG could have only created more content, the game would still be thriving today.  This is not to say that the dev team didn't try; but I would argue that they simply bit off more then then could chew when it came to creating content in such a gigantic world.

In the end, people still dream about the SWG that could have been rather then the SWG that was, despite the fact that the SWG that was is still better then the vast majority of games on the market today.  We simply didn't know it at the time.  Now we've lost what made SWG into such a unique and spectacular sandbox game.

I've said it before and I'll say it again.  SWG was way ahead of its time.  The future of MMOs is an expansion of what SWG was.  I hope that makes some sense.  :)

  User Deleted
4/30/08 7:52:03 AM#8

Originally posted by zaxxon23

Pre-cu and pre-nge SWG was one of those situations where you just don't know how great you have it until it's gone.  As others before me have posted, SWG had freedom; where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group. 

What SWG failed at was creating content.  In the era of wow, it's hard to compare SWG with the content offered in today's MMO landscape, and the lack of content (read - more dungeons and new mobs to kill) was what made people move from SWG to WOW.  If SWG could have only created more content, the game would still be thriving today.  This is not to say that the dev team didn't try; but I would argue that they simply bit off more then then could chew when it came to creating content in such a gigantic world.

In the end, people still dream about the SWG that could have been rather then the SWG that was, despite the fact that the SWG that was is still better then the vast majority of games on the market today.  We simply didn't know it at the time.  Now we've lost what made SWG into such a unique and spectacular sandbox game.

I've said it before and I'll say it again.  SWG was way ahead of its time.  The future of MMOs is an expansion of what SWG was.  I hope that makes some sense.  :)

While I agree with you to some extent, I would argue that most of what you listed is still very possible today.

"where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group."

IMHO, yes there is a fundamental mechanical difference in the SWG of today vs the SWG of yesterday but what most old timers seem to miss is that intangable "something" that was mainly created by the community itself. Most of the base features are still there.

Nothing prevents anyone from socializing today any more then the merciless Bol grind did before NGE. You are still able to solo and you are still able to group. These basic elements have not changed. Crafting is still far above any other MMO and the amount of features like housing, space, player cities and gameworld size are still without equal. IMHO what effected the cranky vets of today the most is the removal of the profession system. When you really look at the "classes" of today, they are more or less "profession packages" of pre-NGE. (of which many of those 32 professions where never up to par, working or fleshed out) IF SWG added a few more "classes" to fill those missing gaps from the old profession system you would basically be back to square one as you still have the basic freedom to change classes unlike most other MMOs.

SWG of any era is still far more then most MMO's of today. What SWG is mainly the victim of is unfocused development from the start and very bad management desicions.

The smart thing would have been to do what you said from the start, work with what they had but they didn't and thats not going to change.

 

  Betaguy

Advanced Member

Joined: 12/31/04
Posts: 790

The king and the pawn go back to the same box at the end of the day.

4/30/08 7:57:28 AM#9
Originally posted by TheHavok

First off, im not trying to hate on SWG at all, past and present form.  I simple just want to know what made star wars galaxies such a great came back in the day before the CU and NGE.  I played the trial for 2 weeks a couple of months after it was released but i didn't get a good feel for the game.  So please, explain to me what the old SWG was like.


I'll sum this up easily, 32 professions and use to be skill based.

------------------------------------------
Light travels faster than sound. That's why most people seem bright until you hear them speak..
------------------------------------------

  ladyattis

Apprentice Member

Joined: 10/22/04
Posts: 1261

Wicked Witch of Single Player Games!

4/30/08 8:02:44 AM#10

1) Large maps of diverse locations/planets.
2) Multiple 'vectors' for socialization: "grouping", entertaining, crafting, travel (with Jump to Lightspeed), player city 'politics', and so on.

These two things I think made the most of the positive aspects of online games, but the rest were either broken or unbalanced. Other than that, there wasn't really anything magical about the game, other than the two particular features I reference.

-- Brede

  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

4/30/08 8:10:03 AM#11

One of the issues most players had with pre-CU SWG were buffs. You could essentially inflate your health, action, and mind bars (as well as all secondary stats) to the point that it negated the elegance of the combat system and encumberance system.

If one were to play pre-CU SWG without buffs the game took on an incredible dynamic that I've not seen in any other game.

No attempt was every made to address that issue even though players raised it time and time again.

  dikky

Novice Member

Joined: 4/28/07
Posts: 265

4/30/08 8:25:06 AM#12

Originally posted by Suvroc

One of the issues most players had with pre-CU SWG were buffs. You could essentially inflate your health, action, and mind bars (as well as all secondary stats) to the point that it negated the elegance of the combat system and encumberance system.

If one were to play pre-CU SWG without buffs the game took on an incredible dynamic that I've not seen in any other game.

No attempt was every made to address that issue even though players raised it time and time again.

I actually really enjoyed the buffing system. It made death in pvp somewhat matter

  Thunderous

Apprentice Member

Joined: 2/28/08
Posts: 1203

4/30/08 8:38:33 AM#13

Originally posted by Torak

 

Originally posted by zaxxon23

Pre-cu and pre-nge SWG was one of those situations where you just don't know how great you have it until it's gone.  As others before me have posted, SWG had freedom; where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group. 

What SWG failed at was creating content.  In the era of wow, it's hard to compare SWG with the content offered in today's MMO landscape, and the lack of content (read - more dungeons and new mobs to kill) was what made people move from SWG to WOW.  If SWG could have only created more content, the game would still be thriving today.  This is not to say that the dev team didn't try; but I would argue that they simply bit off more then then could chew when it came to creating content in such a gigantic world.

In the end, people still dream about the SWG that could have been rather then the SWG that was, despite the fact that the SWG that was is still better then the vast majority of games on the market today.  We simply didn't know it at the time.  Now we've lost what made SWG into such a unique and spectacular sandbox game.

I've said it before and I'll say it again.  SWG was way ahead of its time.  The future of MMOs is an expansion of what SWG was.  I hope that makes some sense.  :)

While I agree with you to some extent, I would argue that most of what you listed is still very possible today.

 

"where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group."

IMHO, yes there is a fundamental mechanical difference in the SWG of today vs the SWG of yesterday but what most old timers seem to miss is that intangable "something" that was mainly created by the community itself. Most of the base features are still there.

Nothing prevents anyone from socializing today any more then the merciless Bol grind did before NGE. You are still able to solo and you are still able to group. These basic elements have not changed. Crafting is still far above any other MMO and the amount of features like housing, space, player cities and gameworld size are still without equal. IMHO what effected the cranky vets of today the most is the removal of the profession system. When you really look at the "classes" of today, they are more or less "profession packages" of pre-NGE. (of which many of those 32 professions where never up to par, working or fleshed out) IF SWG added a few more "classes" to fill those missing gaps from the old profession system you would basically be back to square one as you still have the basic freedom to change classes unlike most other MMOs.

SWG of any era is still far more then most MMO's of today. What SWG is mainly the victim of is unfocused development from the start and very bad management desicions.

The smart thing would have been to do what you said from the start, work with what they had but they didn't and thats not going to change.

 


Oh really Torak?  Most of the base features are still there?

So I can log on to my Master Fencer/Pistoleer hybrid?  I can log on and play with my TKM? 

So to sit here and say all the base features are still there is a joke.  What about all the cool combat animations?  Gone.  Skill-based system?  Gone.  32 professions?  Gone.  Player-driven economy?  Gone.

What is it now?  Hmmm, it's a level/class-based game that does a bad job ripping off WoW.  Economy is inflated and really unnecessary as the game is a loot-based economy now. 

Let's see.  5 years later Smuggler STILL has no fix.  Jedi are WORSE than they were in Pre-CU.  The combat is WORSE than it was Pre-CU...

Pre-CU needed content but was a great virtual world with lots and lots of potential.

For some reason you troll there threads and bash Pre-CU SWG, which is fine.  But considering you play Lineage II, the grindfests of all grindfests, it makes sense that Pre-CU SWG wasn't for you.  The NGE requires you to read MUCH less...   

Tecmo Bowl.

  User Deleted
4/30/08 8:40:22 AM#14
Originally posted by Thunderous

 

Originally posted by Torak

 

Originally posted by zaxxon23

Pre-cu and pre-nge SWG was one of those situations where you just don't know how great you have it until it's gone.  As others before me have posted, SWG had freedom; where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group. 

What SWG failed at was creating content.  In the era of wow, it's hard to compare SWG with the content offered in today's MMO landscape, and the lack of content (read - more dungeons and new mobs to kill) was what made people move from SWG to WOW.  If SWG could have only created more content, the game would still be thriving today.  This is not to say that the dev team didn't try; but I would argue that they simply bit off more then then could chew when it came to creating content in such a gigantic world.

In the end, people still dream about the SWG that could have been rather then the SWG that was, despite the fact that the SWG that was is still better then the vast majority of games on the market today.  We simply didn't know it at the time.  Now we've lost what made SWG into such a unique and spectacular sandbox game.

I've said it before and I'll say it again.  SWG was way ahead of its time.  The future of MMOs is an expansion of what SWG was.  I hope that makes some sense.  :)

While I agree with you to some extent, I would argue that most of what you listed is still very possible today.

 

"where you could socialize, solo grind mobs, group with some friends and tackle harder areas, build a player city, discover lots of in-depth crafting professions, and otherwise play the game to your own style, whether that be solo or with a group."

IMHO, yes there is a fundamental mechanical difference in the SWG of today vs the SWG of yesterday but what most old timers seem to miss is that intangable "something" that was mainly created by the community itself. Most of the base features are still there.

Nothing prevents anyone from socializing today any more then the merciless Bol grind did before NGE. You are still able to solo and you are still able to group. These basic elements have not changed. Crafting is still far above any other MMO and the amount of features like housing, space, player cities and gameworld size are still without equal. IMHO what effected the cranky vets of today the most is the removal of the profession system. When you really look at the "classes" of today, they are more or less "profession packages" of pre-NGE. (of which many of those 32 professions where never up to par, working or fleshed out) IF SWG added a few more "classes" to fill those missing gaps from the old profession system you would basically be back to square one as you still have the basic freedom to change classes unlike most other MMOs.

SWG of any era is still far more then most MMO's of today. What SWG is mainly the victim of is unfocused development from the start and very bad management desicions.

The smart thing would have been to do what you said from the start, work with what they had but they didn't and thats not going to change.

 


Oh really Torak?  Most of the base features are still there?

 

So I can log on to my Master Fencer/Pistoleer hybrid?  I can log on and play with my TKM? 

So to sit here and say all the base features are still there is a joke.  What about all the cool combat animations?  Gone.  Skill-based system?  Gone.  32 professions?  Gone.  Player-driven economy?  Gone.

What is it now?  Hmmm, it's a level/class-based game that does a bad job ripping off WoW.  Economy is inflated and really unnecessary as the game is a loot-based economy now. 

Let's see.  5 years later Smuggler STILL has no fix.  Jedi are WORSE than they were in Pre-CU.  The combat is WORSE than it was Pre-CU...

Pre-CU needed content but was a great virtual world with lots and lots of potential.

For some reason you troll there threads and bash Pre-CU SWG, which is fine.  But considering you play Lineage II, the grindfests of all grindfests, it makes sense that Pre-CU SWG wasn't for you.  The NGE requires you to read MUCH less...   

Sigh....see what I mean?

Here, post on this thread. I want to open this up on a few fronts and leave you hanging because you vets are easily baited.

Oooo..and personal attacks, how cozy...I am flattered you try to keep up on my game subscriptions but alas, I haven't played L2 in a very long time. Maybe you could guess again in another inflamitory attack on me in an attempt to show how mature and superior the SWG vet really is.

www.mmorpg.com/discussion2.cfm/thread/175753/page/2

  Sam123jo0123

Apprentice Member

Joined: 2/17/08
Posts: 449

Account was stolen!

4/30/08 8:42:05 AM#15

It's so bad because they havn't tried it in 3 years ;)

Account has been stolen, why would someone want to steal my account?

  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

4/30/08 8:46:12 AM#16

Originally posted by teiohFromSWG

 

Originally posted by Suvroc

One of the issues most players had with pre-CU SWG were buffs. You could essentially inflate your health, action, and mind bars (as well as all secondary stats) to the point that it negated the elegance of the combat system and encumberance system.

If one were to play pre-CU SWG without buffs the game took on an incredible dynamic that I've not seen in any other game.

No attempt was every made to address that issue even though players raised it time and time again.

 

I actually really enjoyed the buffing system. It made death in pvp somewhat matter

Don't get me wrong, I kinda liked buffs to.

But again, it negated the combat system. The forums were filled with good ideas on how to address it in a meaningful way that was accpetable to everyone but as usual all ideas were ignored.  :(

  ammie

Novice Member

Joined: 10/18/06
Posts: 99

4/30/08 8:53:44 AM#17

For me SWG with all its problems once had something that I find missing in most other games….The many varieties and depth of tools that let a great community build its own world. It was the people that made SWG, they crafted multitudes of complex items, artistic creations were amazing, they built and ran the towns and guilds, and they fought, hunted and entertained together.

The sense of achievement after people had invested so much time and effort was something to be proud of…….So when the Gods decided and the great change came it is not surprising that people felt betrayed and there world torn apart…because it had been!!! There must be some drug in the sands because I have to return to those fallen worlds from time to time.

 Often you hear people talking about other games such as Everquest, UO and DOAC with as much passion. I do think those first games offered so much more even if in some cases it was executed badly...It would also be extremely hard for a "new" player to go into those games now and capture what there once was.

Wow arrived and millions joined the gaming world, many had never experienced the strength and closeness of those previous communities, but the Wow world was nigh on perfect in its simplicity and great fun to play. But with a huge mass of people came beggars in the towns and changed communities and even those perfect worlds can become tedious.

The odd thing is you often hear many an ex- Wow players, having played the game for a while dismiss it as boring...So what happened to all those fun memories and loyalty to a world they had been part of!

  Praxus

Apprentice Member

Joined: 5/18/04
Posts: 265

4/30/08 9:12:25 AM#18

Personally I thought it sucked hard. At release there was no dungeons or loot...you had to craft everything. If you wanted pets, you had to faction grind like crazy. Wow what fun. It was cool to explore for a bit but then the tediousness of the game became apparent. And of course, if you wanted to be a jedi you had to grind unbelievably...

  Suvroc

Novice Member

Joined: 1/09/07
Posts: 2404

4/30/08 9:22:15 AM#19

Originally posted by Praxus

Personally I thought it sucked hard. At release there was no dungeons or loot...you had to craft everything. If you wanted pets, you had to faction grind like crazy. Wow what fun. It was cool to explore for a bit but then the tediousness of the game became apparent. And of course, if you wanted to be a jedi you had to grind unbelievably...

I'm assuming you mean faction pets?

Cause Creature Handler was an incredible profession, and had nothing to do with "faction grinding".

And if that was the case then I don't really see what the problem was for getting faction pets. I'd cap my faction points so regularily that I'd buy crap so I didn't feel it was going to waste.

  tillamook

Guide

Joined: 9/14/05
Posts: 4812

4/30/08 9:38:57 AM#20

SWG was more of a Sim style MMO, SOE turned it into more of  an MMO by removing allot of the sandbox aspects. De-Raphing it as I once heard Jeff Freeman call it. Once those fun aspects were pulled, it left a hollow shell, the piece of crap you see now.


SWG pre-cu vet, elder Jedi, elder BH -Bloodfin

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