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Star Wars Galaxies

Star Wars Galaxies 

General Discussion  » Could Star Wars Galaxies 2 be possible now??

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201 posts found
  Sandbox

Advanced Member

Joined: 8/23/06
Posts: 309

11/09/12 7:19:29 AM#101
Originally posted by Obraik
Originally posted by Sandbox
Originally posted by Obraik
Originally posted by CasualMaker
Originally posted by Obraik

The game always had levels, the CU just made them visible.  As a crafter hybrid, during the Pre-CU you still would have been at a disadvantage to someone that had a dual combat profession template.

The bigger problem for PvP in pre-cu and the CU was the ever increasing number of Jedi that were making their debut.  Since they were a stronger profession than the rest as more and more appeared it made PvP a rather frustrating experience for anyone that didn't want to be one. 

This technically-accurate half-truth has been debunked repeatedly ever since the Spring of 2005 when you first spouted it on the Official Forums. Pre-CU's "hidden levels" didn't affect anything but the con reading, giving you an estimate of your chances against the targetted mob with your skills and equipped weapon. CU's Combat Levels, on the other hand, directly affected the outcome of battle by imposing multipliers and divisors of damage and accuracy, based on relative CL. Not the same thing at all, and you know it.

The same multipliers existed pre-cu too, they were just achieved differently.  If you equipped a weapon you weren't skilled in, then you suffered major penalties.  If you attacked something that conned red (ie. a higher level than you) then the damage you did was much less than the damage done by someone who conned green to that same enemy.  Was it exagerated more with the CU?  Possibly.

Thanks for proven the point. As you say... in Pre-CU it was your skills, and you got different skills with different professions.

In the CU the level based multipliers was all that mattered, regardelss of what "skills" you had.

You, as a veteran player (should) know all about it, so please don't start fighting with semantics. I'm not going to put that time into a already provend and closed case.

Except, you had to gain the skills during the CU to be able to get the levels, so I'm not sure what your point is?  Just like in Pre-CU how you needed to get the skills to lower your con.  Also, Rangers had the ability to examine creatures and view their level that was hidden to everyone else.

If I had to pick the best way professions were done throughout SWG I'd have to say it would be the CU way, especially towards the end of its 6 month stint.  Unlike Pre-CU, pretty much all the abilities of each profession worked, there was reasonable balance (if Jedi are excluded) and there was still the freedom of profession trees

You had to grind different types of XP during the CU to get the levels.

A player with a single elite compat profession (level 54), like a master Bounty Hunter with all his skills were USELESS against any player with two elite combat professions (level 80), regardless type of skills, stacking or not. It was all about the levels, like most other games nowdays.

And coming from pre-cu gameplay, you call that balanced? Ignorance is a bliss.

  CasualMaker

Advanced Member

Joined: 3/10/06
Posts: 868

Spelling and grammar do matter.I find your lack of real-life skills disturbing.

11/09/12 1:36:09 PM#102
Originally posted by Obraik

Except, you had to gain the skills during the CU to be able to get the levels, so I'm not sure what your point is?  Just like in Pre-CU how you needed to get the skills to lower your con.  Also, Rangers had the ability to examine creatures and view their level that was hidden to everyone else.

You are still playing semantic games, trying to show the equivalence of apples and oranges. The meaning of "levels" between the different periods was grossly different. Example to show the distinction: a Master Rifleman with no Brawler at all in his template picks up a high-damage melee weapon and attacks a Corellian slice hound. In Pre-CU, he's using an uncertified weapon and gets his head handed to him by a mob that he could blow away with a couple rifle shots. In CU/NGE, he might be a bit handicapped by a lack of weapon-appropriate combat specials but his relative CL would let him stomp it instead. Levels uber alles.

  Obraik

Ewok

Joined: 5/02/05
Posts: 7303

11/09/12 5:49:12 PM#103
Originally posted by Sandbox
Originally posted by Obraik
Originally posted by Sandbox
Originally posted by Obraik
Originally posted by CasualMaker
Originally posted by Obraik

The game always had levels, the CU just made them visible.  As a crafter hybrid, during the Pre-CU you still would have been at a disadvantage to someone that had a dual combat profession template.

The bigger problem for PvP in pre-cu and the CU was the ever increasing number of Jedi that were making their debut.  Since they were a stronger profession than the rest as more and more appeared it made PvP a rather frustrating experience for anyone that didn't want to be one. 

This technically-accurate half-truth has been debunked repeatedly ever since the Spring of 2005 when you first spouted it on the Official Forums. Pre-CU's "hidden levels" didn't affect anything but the con reading, giving you an estimate of your chances against the targetted mob with your skills and equipped weapon. CU's Combat Levels, on the other hand, directly affected the outcome of battle by imposing multipliers and divisors of damage and accuracy, based on relative CL. Not the same thing at all, and you know it.

The same multipliers existed pre-cu too, they were just achieved differently.  If you equipped a weapon you weren't skilled in, then you suffered major penalties.  If you attacked something that conned red (ie. a higher level than you) then the damage you did was much less than the damage done by someone who conned green to that same enemy.  Was it exagerated more with the CU?  Possibly.

Thanks for proven the point. As you say... in Pre-CU it was your skills, and you got different skills with different professions.

In the CU the level based multipliers was all that mattered, regardelss of what "skills" you had.

You, as a veteran player (should) know all about it, so please don't start fighting with semantics. I'm not going to put that time into a already provend and closed case.

Except, you had to gain the skills during the CU to be able to get the levels, so I'm not sure what your point is?  Just like in Pre-CU how you needed to get the skills to lower your con.  Also, Rangers had the ability to examine creatures and view their level that was hidden to everyone else.

If I had to pick the best way professions were done throughout SWG I'd have to say it would be the CU way, especially towards the end of its 6 month stint.  Unlike Pre-CU, pretty much all the abilities of each profession worked, there was reasonable balance (if Jedi are excluded) and there was still the freedom of profession trees

You had to grind different types of XP during the CU to get the levels.

A player with a single elite compat profession (level 54), like a master Bounty Hunter with all his skills were USELESS against any player with two elite combat professions (level 80), regardless type of skills, stacking or not. It was all about the levels, like most other games nowdays.

And coming from pre-cu gameplay, you call that balanced? Ignorance is a bliss.

And in Pre-CU he'd also be disadvantaged against someone with a double elite profession.  Maybe not as useless, but still disadvantaged. 

  achesoma

Novice Member

Joined: 5/05/05
Posts: 960

11/09/12 6:00:41 PM#104
Originally posted by ForumPvP

I know what they said about episode 7,but its coming.

Now i know what they are saying about SWG 2.

SWTOR 2 ,i dont think so , SWG 2 ,more likely.

 

Or SWTNR is more likely.

(Star Wars:  The New Republic)

  Burntvet

Hard Core Member

Joined: 11/16/07
Posts: 2800

11/10/12 11:02:41 AM#105
Originally posted by Obraik
Originally posted by CasualMaker
Originally posted by Obraik

The game always had levels, the CU just made them visible.  As a crafter hybrid, during the Pre-CU you still would have been at a disadvantage to someone that had a dual combat profession template.

The bigger problem for PvP in pre-cu and the CU was the ever increasing number of Jedi that were making their debut.  Since they were a stronger profession than the rest as more and more appeared it made PvP a rather frustrating experience for anyone that didn't want to be one. 

This technically-accurate half-truth has been debunked repeatedly ever since the Spring of 2005 when you first spouted it on the Official Forums. Pre-CU's "hidden levels" didn't affect anything but the con reading, giving you an estimate of your chances against the targetted mob with your skills and equipped weapon. CU's Combat Levels, on the other hand, directly affected the outcome of battle by imposing multipliers and divisors of damage and accuracy, based on relative CL. Not the same thing at all, and you know it.

The same multipliers existed pre-cu too, they were just achieved differently.  If you equipped a weapon you weren't skilled in, then you suffered major penalties.  If you attacked something that conned red (ie. a higher level than you) then the damage you did was much less than the damage done by someone who conned green to that same enemy.  Was it exagerated more with the CU?  Possibly.

Out of SWG rehab I see...

But to the topic, the others are right: in the pre-cu times, when using a certed weapon, you hit what you hit for. Your "hidden" combat level did not affect that.

So long as you had the cert, you hit for the same damage no matter what else, of "higher or lower innate combat level" your other skills had.

This was why templates like master rifle/ master doc or master TKA/ master doc or master swords / master doc worked: although the doctor portion of your template had a much, much lower innate combat value, your damage for one of those other masteries was not effected.

If it were, those templates would not have been effective (and they were) and people would not have played them (and they did).

 

After the CU, it was all about the combat level. Period. A level 80 anything could kill a level 54 anything with bare hands and no cert, because the bonuses and penalties were so extreme.

Saying anything else is just not true.

 

  Onomas

Novice Member

Joined: 7/05/11
Posts: 1160

Sandbox is your only hope for a decent mmo ;)

11/10/12 11:09:10 AM#106
And that's not different from every game released since the nge/cu
  postpwn

Novice Member

Joined: 8/10/09
Posts: 87

11/14/12 1:18:53 PM#107

Let's KICKSTART it!

 

What do we need?  Like, $50 million?

  FrodoFragins

Hard Core Member

Joined: 4/29/10
Posts: 2804

11/14/12 1:23:51 PM#108
I doubt the SWTOR contract allows another Star Wars MMO to be released while theirs is out.
  FromHell

Novice Member

Joined: 11/10/12
Posts: 1338

11/14/12 1:25:30 PM#109

I would worship Mickey Mouse and Goofy forever, if Disney would give SOE a licence to actually do this.

OMG.

Look at this:

" STAR WARS GALAXIES 2 "

 

Can you even IMAGINE how great THAT would be?

Quit the contract with Bioware for god´s sake, they had their chance and wasted it.

Secrets of Dragon´s Spine Trailer.. ! :D
http://www.youtube.com/watch?v=fwT9cFVQCMw

Best MMOs ever played: Ultima, EvE, SW Galaxies, Age of Conan, The Secret World
http://www.youtube.com/watch?v=T2X_SbZCHpc&t=21s
.


.
The Return of ELITE !

  Vannor

Hard Core Member

Joined: 8/11/03
Posts: 2999

11/14/12 1:28:18 PM#110
Whe did SWG become so popular..? Very few cared about it one bit until it was gone. No point ignoring your GF and then crying that you want her back when she leaves you for it, it's too late.
  Phry

Elite Member

Joined: 7/01/04
Posts: 5558

11/14/12 1:37:01 PM#111
Originally posted by Obraik
Originally posted by Sandbox
Originally posted by Obraik
Originally posted by Sandbox
Originally posted by Obraik
Originally posted by CasualMaker
Originally posted by Obraik

The game always had levels, the CU just made them visible.  As a crafter hybrid, during the Pre-CU you still would have been at a disadvantage to someone that had a dual combat profession template.

The bigger problem for PvP in pre-cu and the CU was the ever increasing number of Jedi that were making their debut.  Since they were a stronger profession than the rest as more and more appeared it made PvP a rather frustrating experience for anyone that didn't want to be one. 

This technically-accurate half-truth has been debunked repeatedly ever since the Spring of 2005 when you first spouted it on the Official Forums. Pre-CU's "hidden levels" didn't affect anything but the con reading, giving you an estimate of your chances against the targetted mob with your skills and equipped weapon. CU's Combat Levels, on the other hand, directly affected the outcome of battle by imposing multipliers and divisors of damage and accuracy, based on relative CL. Not the same thing at all, and you know it.

The same multipliers existed pre-cu too, they were just achieved differently.  If you equipped a weapon you weren't skilled in, then you suffered major penalties.  If you attacked something that conned red (ie. a higher level than you) then the damage you did was much less than the damage done by someone who conned green to that same enemy.  Was it exagerated more with the CU?  Possibly.

Thanks for proven the point. As you say... in Pre-CU it was your skills, and you got different skills with different professions.

In the CU the level based multipliers was all that mattered, regardelss of what "skills" you had.

You, as a veteran player (should) know all about it, so please don't start fighting with semantics. I'm not going to put that time into a already provend and closed case.

Except, you had to gain the skills during the CU to be able to get the levels, so I'm not sure what your point is?  Just like in Pre-CU how you needed to get the skills to lower your con.  Also, Rangers had the ability to examine creatures and view their level that was hidden to everyone else.

If I had to pick the best way professions were done throughout SWG I'd have to say it would be the CU way, especially towards the end of its 6 month stint.  Unlike Pre-CU, pretty much all the abilities of each profession worked, there was reasonable balance (if Jedi are excluded) and there was still the freedom of profession trees

You had to grind different types of XP during the CU to get the levels.

A player with a single elite compat profession (level 54), like a master Bounty Hunter with all his skills were USELESS against any player with two elite combat professions (level 80), regardless type of skills, stacking or not. It was all about the levels, like most other games nowdays.

And coming from pre-cu gameplay, you call that balanced? Ignorance is a bliss.

And in Pre-CU he'd also be disadvantaged against someone with a double elite profession.  Maybe not as useless, but still disadvantaged. 

if you'd played the game you'd know that wasnt the case, although i sometimes wonder about Teras Kazi, saw some crazy fights with people using that, never trained it myself but loved watching those that did, you couldnt master all the skills obviously, so there was a certain amount of 'rock paper shotgun' to the combat, its a shame they didnt fix the flaws in it, but it was far superior to what happened to the game after the CU and they introduced levels into the mix, no more so than what it did to the various planets too, the creatures suddenly gained levels and it didnt fit..  SWG 2 just doesnt seem possible though, who would have the bottle, let alone the cash to give it a go after 2 companies failed at it so hard, one through mismanagement and the other... well SW;TOR is still around but who knows how long that will be the case.

  User Deleted
11/14/12 1:40:51 PM#112
Originally posted by Vannor
Whe did SWG become so popular..? Very few cared about it one bit until it was gone. No point ignoring your GF and then crying that you want her back when she leaves you for it, it's too late.

Doesnt work that way,and its easy to test it.

Try WoW do BGs and ask what people thinks about WoW.

Its amazing how much they hate that game but still plays it.

is it because its so popular ? so they must love it,even if they hate it.

 

 

  Omnifish

Apprentice Member

Joined: 2/16/11
Posts: 617

I'll kick your a**e so hard, you could build a swimming pool in the footprint!

11/14/12 1:43:39 PM#113
Originally posted by Elijarh
Originally posted by stragen001

No.

How many times.

No.

SWG was dying a long time before SWTOR released due to the way it was handled by SOE. It was like an old sick fleabitten mangy horse. The kindest thing to do was to shoot it.

There is no market for a game like SWG anymore(despite what you may see on this site, but MMORPG.com is like the last bastion for SWG fanboys) - that is what prompted the NGE, excluding the few hardcore fanboys that all descended on MMORPG.com, no one wanted to play the game how it was. The masses did not want to play Pre-CU and Pre-NGE SWG, thats why those "upgrades" were introduced in the first place. 

Unfortunately SOE screwed up the implementation of those changes so incredibly badly that it is still considered the most epic fail in the history of MMOs to this day

***********************************************************

 Wow . Do you hold the licence rights for Star Wars? If so Dam then I Guess your right no SWG2 . Are you the chairman of George's board? Do you have a single clue about the Gaming industry and finally do you play Warcraft & possibly reached puberty yet?

Lol. what a pathetic cycnical one sided view. People like you add very little to conversations.  SOE Don't Hold the right's the the SWG licience any longer It was due to expire in 2012 anyway, But this is not about SOE , Any company could buy the rights to produce a new title and it not be Identical to SWG1 . That would be pointless.  I was just speculating at the possibility of what could be possible being such a popular IP with todays Graphic engines.   Your entitled to you opinion of course, but Im quite sure you have zero power in corporate decision making.

If theres money to be made and in the right hands anything is possible.

 

 

You'll have to grow a thicker skin and realise your suggestion isn't particularly original or realistic, (licensing, application of engines on a larger scale etc,etc).

This argument has been done to death so many times on these boards that suggesting it again, at best, only means the SWGzombies will get in a brain eating frenzy about their lost beatmastery pets during NGE. 

Your response just shows you only want positive unrealistic responses to your unoriginal question. 

This looks like a job for....The Riviera Kid!

  koboldfodder

Novice Member

Joined: 9/18/04
Posts: 370

11/14/12 1:46:33 PM#114

Lots of wrong info about SWG here.  I will try to correct it.

 

SWG was a massively popular game when it was announced and upon first release.  This was pre WOW, of course, and you only had a few games to choose from, like original EQ or Asheron's Call or Anarchy Online.  This was the first big game to happen in terms of people knowing the lore already.

 

The main problem that SWG had was that it was a technical nightmare.  Until the day it was shut down, it still suffered from serious technical problems.  The game always had problems in the way it stored and retrieved it's data, the way things loaded and the time it would take for items to load on screen.  Those problems were always there, not to mention the numerous things that just plain didn't work.  Whether it was combat skills that were bugged for years, or bizarre AI that persisted until it's final days, or severe lag...they never got over that hurdle.

 

But the game had a huge player base at the time, just like SWTOR had when it was first released.

 

The game also had another problem.  There was no hand holding.  Nothing telling you where to go or what to do.  You had to put the effort in yourself to have fun, unlike today's themepark MMOs where they lead you on their path and everyone does the same thing.  SWG required the player to put forth the bulk of the effort.

 

The game also had no quests, no loot, and no dungeons when it was released.  Everything was player made and that meant if you were not into crafting you were going to spend a lot of time in game doing nothing.

 

Once most people hit max skill level, they just formed huge groups of 20 or so and did missions for 50,000 creditd a pop....and that is all there was to do.  That is when people started to leave, and complain that there was nothing to do.

 

And that was when they decided to make it like EQ and dumb down the game but add in quests and such.  By that time the damage had already been done and they lost the vast majority of their player base.

 

But if you were around SWG those first 6 months to a year, you know just how big and how popular the game was.  That was the last time a big game company attempted a true sandbox style MMO.  The sheer financial failure caused by the technical problems and the decision to totally revamp the game put the nail in the coffin for Sandbox MMOs....a nail that is still there.

 

Ironically, the company that destroyed the mainstream Sandbox MMO is the company that is trying to bring it back to life, with EQ Next.

  Omnifish

Apprentice Member

Joined: 2/16/11
Posts: 617

I'll kick your a**e so hard, you could build a swimming pool in the footprint!

11/14/12 1:48:17 PM#115
Originally posted by Vannor
Whe did SWG become so popular..? Very few cared about it one bit until it was gone. No point ignoring your GF and then crying that you want her back when she leaves you for it, it's too late.

Because people like to get outraged about causes without making a commitment to them, you know just in case it doesn't work out well . A bit like with COH recently.  'Oh no they can't shut that down the NCSOFT bastards they shut down games!!!, lets start a petition to save this wonderful game!!!'.

10k people sign it, maybe half might pay for it again....

Game shuts down.....

This looks like a job for....The Riviera Kid!

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

11/14/12 1:50:40 PM#116
Originally posted by Vannor
Whe did SWG become so popular..? Very few cared about it one bit until it was gone. No point ignoring your GF and then crying that you want her back when she leaves you for it, it's too late.

It was the second most popular/played MMO of its time, and often lauded for its crafting system, even by people that didn't like the game.

 

It's always been a popular gem.

  Obraik

Ewok

Joined: 5/02/05
Posts: 7303

11/15/12 6:37:04 PM#117
Originally posted by Burntvet
Originally posted by Obraik
Originally posted by CasualMaker
Originally posted by Obraik

The game always had levels, the CU just made them visible.  As a crafter hybrid, during the Pre-CU you still would have been at a disadvantage to someone that had a dual combat profession template.

The bigger problem for PvP in pre-cu and the CU was the ever increasing number of Jedi that were making their debut.  Since they were a stronger profession than the rest as more and more appeared it made PvP a rather frustrating experience for anyone that didn't want to be one. 

This technically-accurate half-truth has been debunked repeatedly ever since the Spring of 2005 when you first spouted it on the Official Forums. Pre-CU's "hidden levels" didn't affect anything but the con reading, giving you an estimate of your chances against the targetted mob with your skills and equipped weapon. CU's Combat Levels, on the other hand, directly affected the outcome of battle by imposing multipliers and divisors of damage and accuracy, based on relative CL. Not the same thing at all, and you know it.

The same multipliers existed pre-cu too, they were just achieved differently.  If you equipped a weapon you weren't skilled in, then you suffered major penalties.  If you attacked something that conned red (ie. a higher level than you) then the damage you did was much less than the damage done by someone who conned green to that same enemy.  Was it exagerated more with the CU?  Possibly.

Out of SWG rehab I see...

But to the topic, the others are right: in the pre-cu times, when using a certed weapon, you hit what you hit for. Your "hidden" combat level did not affect that.

So long as you had the cert, you hit for the same damage no matter what else, of "higher or lower innate combat level" your other skills had.

This was why templates like master rifle/ master doc or master TKA/ master doc or master swords / master doc worked: although the doctor portion of your template had a much, much lower innate combat value, your damage for one of those other masteries was not effected.

If it were, those templates would not have been effective (and they were) and people would not have played them (and they did).

 

After the CU, it was all about the combat level. Period. A level 80 anything could kill a level 54 anything with bare hands and no cert, because the bonuses and penalties were so extreme.

Saying anything else is just not true.

 

SWG rehab?  I suppose one could call Team Fortress 2 that....

Anyway, I'm prepared to admit that my recollection of pre-cu is fuzzy at best, it has been over 7 years since I last played that game and unlike some, I've been playing all the other versions of the game that's blurred the lines.

  aRtFuLThinG

Novice Member

Joined: 4/30/09
Posts: 1116

11/15/12 6:57:41 PM#118

SWG2? Probably not... as they are unlikely to get the SW license back again.

 

Wonder if they will do a Planetside Galaxies (PSG) though

  Burntvet

Hard Core Member

Joined: 11/16/07
Posts: 2800

11/16/12 11:07:45 AM#119
Originally posted by Vannor
Whe did SWG become so popular..? Very few cared about it one bit until it was gone. No point ignoring your GF and then crying that you want her back when she leaves you for it, it's too late.

Problem is, what most/many players considered the best version (pre-cu), was axed and people did care. Some former players still complain about it to this day, so there was plenty of recognition of what was lost right when it happened.

And then the NGE took away 10X more of what people liked.

When the NGE hit, it was too late. That was the real end.

The game kept going as long as it did only because: 1. SWG was fully "paid off" long before the NGE, 2. Allegedly SOE/LA renegotiated the license fee to a much lower number in early-mid 2006 after the population crashed, and most importantly 3. MMOs cost almost nothing to keep running, especially when they go into maintainence mode with 2 devs or less, which was the case with SWG.

 

  ignore_me

Apprentice Member

Joined: 7/04/11
Posts: 2034

11/16/12 11:20:42 AM#120
Originally posted by Vannor
Whe did SWG become so popular..? Very few cared about it one bit until it was gone. No point ignoring your GF and then crying that you want her back when she leaves you for it, it's too late.

when we got a new girlfriend named SWTOR and she turned out to be a stupid bitch, then we missed our old girlfriend.

Survivor of the great MMORPG Famine of 2011

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