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salvaje 3/21/08 4:45:00 PM
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Elite Member
Joined: 10/01/07 |
The other huge thing they did with armor at the CU (and still there currently) was drastically increase the resources needed to make layers. This was the major gripe of the armorsmiths. There was nothing about the Pre-Cu that precluded them from adding more "Star Wars" stuff to it. The main reason why that was lacking was because the morons were working on new core systems (I maintain that the NGE development started Pre-CU, and was likely a paralell project to the CU) instead of fixing the problems with the existing one or developing content.
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| I encourage everyone who doubts the word of those who reject the NGE to try it for themselves. http://tryswg.com Experience for yourself a combat system that doesn't work, a broken UI... |
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Burntvet 3/21/08 4:52:30 PM
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Elite Member
Joined: 11/16/07 |
It was not until the CU that the Primus/Secundus layers came out, and yes, they sucked out a lot more resources, and so did the other parts. Also, they stripped out 2 of the experimentation bars as part of this process, so a 12 pt crafting suit was not really required after the CU, either. I spent a year getting my crafting suit together, at a very high expense, only to have it be made almost useless, overnight. And the 50+ suits of armor, the 100s of cases of different components, and my pair of 100% "trophy" boots were also instantly turned into crap with the CU. That gave me even more love for that idiot Blixtev. |
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redriver 3/21/08 6:28:10 PM
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Apprentice Member
Joined: 12/06/05 |
Originally posted by Reklaw
in every way imaginable. since SWG wasn't just 'bout what we've seen in the movies one can't expect the iconic and starwarsy in every corner of the world. that bein' said it was an immerse and believable world with plethora of things in it that would be recognized as part of SW or called SWsy... |
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Obee 3/21/08 7:04:13 PM
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Hard Core Member
Joined: 8/07/06 |
The major problem SWG has had from the beginning is a lack of attachment to what we saw in the original films. For such a big, bad, and evilly oppressive government, the Empire had little to no impact on the game world. There was no reason to fight for or against it, aside from some cosmetic toys. The Empire should have impacted everything in the game, from the cantina dancer and tailoring crafter to the bounty hunter and pistoleers. There should have been significant bonuses and drawbacks for working for or against the Empire for the combat players. Likewise, there should have been significant bonuses and drawbacks for the non combat players who actively favored one side or the other, and similar bonuses for the folks who remained totally neutral. The war was a potential goldmine for an unlimited amount of content for every playstyle. It should have been used as the main focus of the entire game. Unfortunately, the Rebels were never forced to keep a low profile and the Imperials were never given the opportunity to oppress anything more than a dunri mound. The war was never thought of as anything more than PvP fodder by the developers. It could have been used to drive everything from PvE to PvP to crafting. It was almost as big of a waste as the CU and NGE were. It was a huge lost opportunity.
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ASUDevil 3/21/08 7:06:15 PM
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Novice Member
Joined: 8/07/06 |
I can see some of the points people are making, however, a in depth questing system with tons of loot, isn't star wars either. I think there is a difference between people like Chavez (who obviosuly want quests and shinny lewts) and people who wanted more of a true star wars experience. I think the whole post epasode VI argument is horrible and definately less "starwarzy" there average Star Wars fan knows very little or cares about Star Wars post epasode VI. I personally felt there should have been more emphasis on storm toppers, dangerous smuggling, I thought they nailed the player BH system the first time. The great thing about pre cu was that it was more than rush through quests like a manaic, get you level, loot, repeat, cry about boredom crap you get from every MMO and it's players. I started as a BH and eventually ended up as a chef, it was awesome fun and I changed and grew as a player, something the loot whores never seem to do, they just rush through content and move on to the next game.
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Lateris 3/21/08 8:06:08 PM
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Apprentice Member
Joined: 12/29/05
~Eve~ |
Not at all. The artwork for the game was devoid of a star wars vibe. At the time I was playing games such as Jedi Outcast and other Star Wars games. Sure you could see a jawa, a droid, and those were good. But the over al feel of the artwork was not that good. The concept art was amazing! But I loved the gameplay. Pre CU was amazing. |
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Alcuin 3/21/08 8:14:01 PM
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Hard Core Member
Joined: 4/15/07 |
In my opinion, Verisimilitude, or the feeling of being in a real world, is the most important thing in a game. The fact that any one of my characters could not step over a one foot high wall ruined everything for me. But the stmosphere was appealing. It was definitely Star Wars-y. The versatility available to the playerswas great. I loved the fact that there were no jedi players and that entertainers filled the cantinas.
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Tordak 3/21/08 9:39:52 PM
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Novice Member
Joined: 2/11/08
Never hold discussions with the monkey when the organ grinder is in the room. -Winston Churchill |
Depends on what I focus on, I guess. Is it the uncertain future aspect or the feeling that your supposed to have a great destiny in SW? .../shrug It had all the right elements, Reb/Imp, race/class choices, droids, vehicles, laser pistols, etc... The character development is something I'm after to this day in a MMO but the killing crap mobs didn't help with the SW feel. Sure Janta's made credits but there's no epic scope there. I admit to fishing but where does that fit in? My answer in retrospect is absolutely not. Don't get me wrong, I loved the game too, but no it wasn't SW enough for me. ...I mean I'm shocked. I never bothered to ask myself this question before. It had everything but a sense of purpose. -The grand scale of a life or death struggle with the enemy. -Entire Worlds crushed down by the weight of Galactic conflict. -The overpowering feeling that we each had to our part or all was most certainly lost... (/shudder) Hell! No!, SWG didn't come close to being SW enough for me. It sporadically touched on things that only hinted at the proper feeling for SW. I'm overwhelmed, I had a great time but it was SW craptastic.
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| * Life is not black or white, it's shades of grey. But, at it's best/worst, it hints at 32bit color. -Me (a.k.a. RuthlessTimes) * I do not need to know how to make a better game than you. I just need to know how to cancel my subscription. -Antarious(a slight misquote but the sentiment remains) |
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shirlnt 3/21/08 10:10:28 PM
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Apprentice Member
Joined: 4/29/06 |
It was "star warsy" enough for me. I even remember watching the original trio after I'd started playing SWG and commenting to someone in the game about how the game changed the way I saw the movies. I noticed things in the movies that I had not noticed before. Places had more meaning to me. The names of creatures meant more. AND I noticed names (places, animals) more because I'd seen them in game. Since pre-cu I've hoped for a game that would be a lot like pre-cu with more "polish" but just a different skin but I realize that another game will never totally measure up to pre-cu because I've tried to figure out another IP that would be as popular and have as many recognizable features....professions, places, species, clothing, armor, weapons, animals, factions. One thing that either SOE or LA or both didn't get is one of the major features that gave the game a "star warsy" feel was the ability to "live" in the galaxy the way one wanted. Without levels one was free to see the galaxy however one wanted and spend time in the galaxy as one wished. There was no "oops, I've outleveled this area, no more gaining xp here, time to move on." One of the funniest things I enjoyed was hearing the "danger" music and looking around to see what was aggroed on me to find myself looking at a jawa that I could 1 shot kill. Star Wars in pre-cu was not about living out the role of one of the major, recognized characters in the story. It was about living out your own story in the Star Wars galaxy....and because it was such a recognizable IP, it was easy to create your own story because you knew the "background" without having to read about it on some website and people went in with feelings about the story without trying to figure them out from reading about the different species and factions (Horde or Alliance in WoW? who is the true "good guy" and who's the "bad guy"? wh | |