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zazz
Novice Member
Joined: 9/18/05
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women." |
2/11/11 2:30:30 PM#61
Omg, omg, OmyGod......here we go again
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2/11/11 2:34:17 PM#62
DC universe online is pretty much starwarse NGE... you do realize that www.insomniacsbar.com (my little bar that i own in florida) |
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2/11/11 2:43:37 PM#63
Heres what SOE did wrong with Anarchy Online with Star Wars Skins Online. (wow long name I guess thats why they changed the name to SWG) Its kind of like what Geroge Lucas did wrong with the prequels... Evereything. The game was in no way shape or form Star Wars apart from the akins and builoding models. Character models were decent until you put on a belt that on you caracter was like a 14 foot ring around you. Pre NGE it was just an asian grinder with a good skill progression system. Go to computer drive 9000 miles out into the desert kill 3 storm troopers doing jumping jacks at a flag in the middle of nowhere, then have an epic battle with a flag to cpomplete mission. rinse repeat. NGE.. Ewoks in February. No Lando Calrissian day on the 3rd Monday in January. |
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Originally posted by Daffid011 I read the link to the official announcement. On one hand, it sounds like they are leaving the current EQ2 game the way players want it. On the other hand, it makes no mention of these items you highlighted: "Smokejumper replaces Brenlo as senior producer and players are nervous about his extensive free to play background. Soe asks players if they mind cash shop and smokejumper reassures them soe has heard them loud and clear about "not in our backyard" and promises the players their game will not go free to play. 28 days later soe announces EQ2X free to play service. Soe removes free trials to the legacy servers unless a current player mails a buddy invite. Soe reassigns nearly the entire dev team to work on new player experience for eq2/eq2x. Instead of delivering high end content on the 3 month cycle like they promised they redo the UI to be new player friendly (with a huge station cash button built into it), spell effects reduced or removed, newbie questing redone, cash shop interface on in game vendors, etc. Everything is focused on getting new players into EQ2X and EQ2 just has to deal with it. Transfers are offered off the legacy servers to the new server, but no one can transfer form the f2p servers to the old servers. The p2p forums are linked with a portal to the f2p forums, but the f2p forums get no link to the subscription forums." |
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2/19/11 3:18:21 AM#65
Originally posted by Terranah True, the game pre CU had alot of bugs, and some game breaking bugs, but it was fun, amazingly fun, if SOE had focused on clearing out the bugs, instead of just tranforming the game it would be alive and running well today.
It's sad really, if they cleared out the bugs, and slowly balanced out classes/armor (Hello 95% resistance to everything), the game could be doing well today.
The introduction of regular classes were just dumber than dumb, SWG had a unique class system which still havent been copied in any larger games, which is amazing tbh, the crafting in SWG had so much deepth that crafting in games like WoW AoC etc is barely crafting at all.
The path was simple, SOE should have focused on the bugs, it could have kept them busy for a looong time, JTL was alright and really one of the best expansions I've ever seen, after which they should have done some work on the graphic engine, and just tae the usual path, bugfix and small adjustments.
But as others said, they saw WoW pull in alot of players and wanted a piece of the cake, but cmon, you don't see Ferrari trying to be Toyota just because they sell alot of cars, it was the worst decision they could have made, add their unbelivable atittude towards the players, and you've got a gaming company that views their customers as a downside to making money, instead of giving them entertainment. |
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2/19/11 3:29:01 AM#66
Originally posted by shaganar
This, I'd return right away if they made a Pre-CU/NGE server, heck I'd even buy the game and JTL at full price if I had to.
But alas, SOE is filled with idiots, seriously, the answer is right infront of them, but I guess their pride is more important than the customers.
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2/20/11 9:24:46 PM#67
Originally posted by ArcAngel3 The NGE definitely wasn't the only thing SOE screwed up with SWG. Some stuff to add: * Not having space travel and combat at launch. SWG was repeatedly beaten over the head about this on numerous reviews. I still remember one of the gaming mag reviews saying, "How the heck do you have a Star Wars MMORPG but have no space combat?" Bear in mind that when SWG came out, the Star Wars franchise recently had a very, very rich history of space games, so that made things even worse for SWG for not having any of it. * Bugs just not getting fixed. SOE even before the NGE moved very slowly on fixing issues. This irked quite a bit of people I recall, including myself. When they tacked on a half-a**ed "updated" that was the NGE which introduced even MORE issues, well... the results weren't pretty. * Stringing customers along with lies; False promises of big updates that will fix issues. Just give them a few more months (and keep paying that subscription). It didn't matter to SOE that they never lived up on that. * Related to the above point was the whole issue with the CURB (Combat Update ReBalance) and the eventual CU (Combat Upgrade). Firstly, there was a big outcry that even though combat was great, there were major issues. There were also classes that badly, BADLY needed a revamp from this update. Firstly, we were told about the CURB, which essentially is a major review to the original game system, predominantly combat. This was THE major hope people had. There was an awful lot of input by the community on the major issues that plagued the game. This was the "savior" that would really get the game going in the proper direction by just fixing the game. For about a *year* we waited, with SOE saying, "Just wait for the CURB" or other such nonsense. Then in mid-early '05 the CU (Combat Upgrade) hit. While still retaining the Skillpoint/Template System as well as the deep Crafting System, there were things introduced that the community never wanted. For example, Levels were introduced, which the game never required before. Anyways, I do remember a bunch of people leaving after the CU hit. I was on Ahazi, one of the larger servers. I saw the drop but we still retained alot of players there. The CU wasn't what we asked for. Then the NGE arrived, and we all know what happened after that. Anyways, the NGE wasn't the single catastrophic thing SOE did that killed the game. It was the last major thing SOE did (including failing to do certain things like those listed above) that finally drove the stake through the heart of the game. It was the final act that drove the vast majority of players away, never to come back for most parts.
Edit to add: I've said it in other threads/forums. Where would SWG be if SOE just fixed the game instead of doing two half-a**ed, core-gameplay changing revamps? "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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2/20/11 9:36:43 PM#68
Originally posted by Loke666 Few things that SOE did wrong:
The NGE would have succedded if it transformed the game into some kind of Battlefront MMO wraped with a good communication. Howver the new combat system wasn't as good as the old one and not even a FPS one without LOS, character collisions, miss fire, ammunitions and so.
It failed at all possible levels.
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2/21/11 10:29:07 AM#69
It wasn't just the NGE. From what I understand, there was a subscription drop after CU also. Then, for the NGE players that learned that game, they did The Chapter 6 Combat Downgrade, CHANGING the combat system yet again to go more "WoWish" with parry, parry, block, block, miss, miss. All controled via SOEs random number generator for that ever-luvin silent NERF to stats. ( adjusting the chance on the random number gen without patch notes, etc) This was a continuing process as the dev team had been cut down to 20 devs by that point so all the CHANGES they wanted couldn't be completed in one patch. So, the "new NGE" (C6CD - GU-Whatever) took almost a year to get done. This had about the same effect as all the other CHANGES had on SWG, only this time the sub drops came with each patch. Ended up going from 100K subs (Smed released that info at the launch of C6CD) to about 30K (best guesstimates at the time) at the end of GU-Whatever. After that loss of subs, Lorin Jameson (Deadmeat) left as Producer (moved up) and the Dev team was cut to it's now 2.5 devs over the following year. |
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2/21/11 1:28:03 PM#70
So in short gentlemen, this ill patient never had a chance. Too many things going against it by the developers themselves. Prematurely rushed. Piss-poor community relations; Total disregard for paying customers ("We don't give two s**ts about you guys, you're all replaceable"). Somehow SOE employees never heard of the phrase "A bird in the hand is worth two in the bush." Somehow, these guys figured that paying customers weren't important and were always willing to sacrifice them to chase down some mythical crowd that would come running in after certain changers were implemented. Happened with SWG, and from what has been brought up by others, even in EQ2. Lack of direction. You can see that from the numerous sweeping revamps this game had undergone. Lack of drive in fixing the d*mn game.
In short folks, it's just lazy incompetence on several fronts. All this from a company that was once the leader in the MMORPG genre. "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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2/23/11 11:59:24 AM#71
Customer service : Mr smedley we are getting allot of players complaining about bugs , not enough content , X is overpowered , lag and more |
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Based on everything I've read in this thread (some good reading btw) players do not believe that the NGE was an isolated incident. One of the main problems Smed actually admitted to once was not listening to players. I'll agree with him on that one. If anyone suggests that NGE was one, uncharacteristic mistake that a few disturbed players refuse to forgive....you're still not listening. |
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Foomerang
Advanced Member
Joined: 11/10/05
A man convinced against his will is of the same opinion still |
3/01/11 11:42:17 PM#73
Publish 9 was the beginning of the end of raph koster's swg. Publish 9 is what led to the cu and ultimately the nge. Themepark is not a sub genre, its an excuse. |
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3/02/11 12:00:49 AM#74
Originally posted by Foomerang I've said that for quite a while. Once Pub 9 hit, certain trends began that skewed SWG away to another, unhealthy direction. "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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CasualMaker
Hard Core Member
Joined: 3/10/06
Spelling and grammar do matter. I find your lack of real-life skills disturbing. |
3/02/11 12:27:31 PM#75
Originally posted by apollobsg75 Though you have a point, SWG is not really comparable. I recently read some old reviews that complained that SWG was TOO EASY because you could cap-out most skill paths in a couple weeks if you really wanted to. (Most, I said: not including horrors like Bounty Hunter's Investigation line.) Asian grinders try to keep you playing forever by making it so slow to make progress. Pre-CU SWG kept you playing by making it easy and relatively quick to modify and fine tune your skill sets. |
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Beatnik59
Elite Member
Joined: 11/23/05
"Playing things I shouldn''t be playing since 1977." |
3/03/11 11:14:57 PM#76
Originally posted by Jenuviel Jenuviel, thank you for that painful story. The whole AFK debacle--for me at least--showed the flaws of this game better than anything else ever could. I was an entertainer...one of the most well known (and from what I understand, one of the most controversial) dancers in SWG. The artistry we did in those cantinas was something we have never experienced before, nor probably ever again. But with anything good, it needed to be encouraged and preserved. We had restrictions against AFK playing written into the TOS. And yet, people did nothing. SOE did nothing. In fact, something even more awful happened. People started to think of AFK entertainers as good, and the actual playing players as 'bad entertainers' because they wouldn't leave their computers on and macro all day with the monitors off. Now many players were concerned about what AFK did, but many more players--the ones who really didn't understand what SWG was trying to achieve--just saw it as a game, not an immersive experience. They were hardcore achievers, twinks, griefers and FPS clans: a demographic SOE liked a whole lot better than the good people who were drawn to SWG. And, as a result, they started to warp development to placate their interests at the expense of any other interest. Perhaps the most obscene thing that SOE did, for me, wasn't the NGE. The NGE was just the natural extension of what was occuring all along, and it started with AFK. It started when they changed the language of the TOS rule against AFK to apply to combat, but not entertainers. That was, for me at least, the start of a whole series of decisions that ruined this game. Soon after the ents, they came after the crafters. Contrary to popular belief, this started to become a loot-based game long before the NGE. The economy started to become dictated by high level combat campers who started pulling skilltapes out of the POIs. The most highly sought after armor was dropped as loot, and uncraftable (BH and Mando). You'd have mind DOT blasters and knives that fetched such extreme prices, they had to sell them on the forums, rather than the bazaar. Then they came after the creature handlers with the nerfs you mentioned. Then they came after the factioneers, nerfing their faction perks. Then the CU came and pretty much destroyed the notion of multiclassing, since non-combat profs couldn't reach the max combat level. It also destroyed a lot of the ambiance that drew the majority of people to SWG...but this was alright, from SOE's calculation. Their target audience didn't care about ambiance, only loot, powerlevelling, instant action, and Ventrillo. I didn't even go into the whole politics behind the Jedi aspect of pre-NGE, but this is something that pretty much everyone knows. It's much more important for me to make sure all of the other developments are retold, so that we understand the importance of them. People played professions like musician, or ranger, or architecht, or droid engineer, or tailor, or ID. Not only that, but people loved these professions. People loved surveying, or playing the sliterhorn live and at the keys in the cantina, or camping out on Talus. The fact that the majority (whether an actual or perceived majority) didn't see the point doesn't mean the fun wasn't there. But when they took away the purpose of these professions, they also took away the purpose of these players (not professions) in the game. They said, "We'll take your box fee and sub fee, but it isn't like we really want you here." This is what happened all throughout the pre-CU and pre-NGE era. The NGE was just the icing on the cake, as far as I'm concerned. __________________________ "...when it comes to pimping EVE I have little restraints." "It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls." |
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3/31/11 1:58:16 AM#77
Originally posted by ArcAngel3
Almost nobody will ever say the NGE was the only mistake SOE ever made with swg. For most though the NGE was the final straw in a long history of mistakes and blunders that caused them to quit. Sure, they lost people all the time over SOE's many blunders over the years. But most people reached the limit of what they would put up with when the NGE came out. The NGE was just a glaring example of the many problems with swg/soe. 1 Your character, equipment, time, effort, combat, ect ect would be screwed at some point. Sooner rather than later. 2 The game would never run smooth and be even close to problem free. It would always have problems, many of them. 3 They really and truly didnt care about the players, just the monthly sub you paid. 4 That SOE was more than willing to screw the entire current playerbase to try and entice a few new customers. 5 No warning, testing, vote or anything of the NGE, a big fat "screw you, you'll take it and like it" basically. 6 The very heavy handed approach of the NGE release and the clamping down of any dissent of it, see quote above.
Long story short, if you were still playing pre-nge you might not of been real happy with the game but you could overlook the various problems because the fun you had ingame outweighed the problems. The NGE, no matter what profession or playstyle you had, gutted the game of everything that made the game even remotely enjoyable to the majority of the playerbase. At that point there was no real reason to play anymore. The NGE is only brought up so much because for the vast majority of the playerbase, that was the last mistake they were going to put up with. Sure the CU started the exodus but it was Smed and gang yelling "more speed!!!!" after the iceberg straight ahead had been spotted that caused those who were still left to jump ship on the SWG Titanic. |
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3/31/11 2:28:36 AM#78
I didn't like how they handled some stuff like Jedi and bugs but it definitely didnt have a serious effect on my enjoyment of the game. My main problem with the game aside from CU and NGE is the over powered buffs. The developers never meant for buffs to be so powerful as to negate the loss of HAM due to heavy armor and spellcasting, and when the buffs started getting too good they didn't have the balls to fix it to how it was originally intended. The funny thing is, they didnt even use the CU or NGE as an opportunity to fix the overpowered buffs, because they were scared the players would be upset that they are no longer as powerful. They thought the players would be upset if they couldnt take down 20 rancors at once anymore, I suppose. But they didnt think we would be upset if they took away our class customizability? Its sad how they looked down on us and thought we were so simple minded and stupid. Play as your fav retro characters: cnd-online.net. My site: www.lysle.net. Blog: creatingaworld.blogspot.com. |
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3/31/11 2:55:27 AM#79
Here's a post necro that I made over 4 years ago that listed alot of the problems with SWG. It was made after the NGE and obviously some things have changed ingame since then. Some things are not listed like pub 9, RMT, ect ect or are listed as generalities instead of specifics because there was to many to list but it's late and I don't really feel like editing it at this point. Just showing that the players were well aware of the various problems throught out SWGs history, they were still having enough fun ingame that the fun outweighed the problems. That obviously stopped being the case when the NGE launched.
Posted: 2/13/07 Most reasons SWG lost subs or had problems getting more people to join in a somewhat chronological order. |
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3/31/11 3:05:44 AM#80
Even with all the bugs/problems SWG had, I would still love to play it pre NGE now. I would bet that if SOE made a pre NGE server, it would have more people on it than any of the NGE servers they have now. |
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