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10/09/08 6:02:10 AM#21
Originally posted by Gutboy
And yet I never had any of those templates but had a pvp total approaching 2000 at one point, interesting, I guess I just rock! I've already highlighted what I think were the major flaws, and there were a few, but the combinations of templates that were effective still vastly outnumber the 7 combat "classes" that are in the game right now.
...The spread of secondary and latterly of tertiary education has created a large population of people, often with well developed literary and scholarly tastes, who have been educated far beyond their capacity to undertake analytical thought. |
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10/09/08 3:15:19 PM#22
To me, it was at its best before:
I guess my outlook is skewed. Lately I prefer FPS pvp. Just log in and start fightin. Edit: oh, and I also miss my imperial buddies running down to Anchorhead to say hello with 3 AT-STs a piece in tow. And remember for the first couple of days where there was an imperial mission bug and everyone was running around in Stormtrooper armour? I played a Zabrak and I remember how much the non-human in the empire penalty used to bug me. |
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10/09/08 11:50:22 PM#23
Originally posted by Gutboy
I am very much enjoying the game with my friends thanks for asking.
Enjoy the simplified game, after all, simple minds were their target audience. "Reading is bad" and all that. Also, please enjoy the... *chuckle* "Trading Card Game" on SWG "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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1/14/13 5:11:26 PM#24
Looking for a Pre-CU list of the Locations of the Faction Recruiters, Anyone?
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2/24/13 10:46:55 AM#25
I think the original SWG strategy guide had a list of them. At some point, and it may have been during the original "crackdown", many of the rebel recruiters were moved...
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2/24/13 10:52:02 AM#26
pvp requires combat, and pre CU swg was the worst combat in any mmorpg in the history of mmorpgs.
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3/18/13 6:17:51 AM#27
PvP pre CU was basically a deck of cards, whichever side got the King would win the battle, there were things that needed to be addressed pre CU that devs never came around to fixing but instead shoved the CU and NGE upon us.
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3/18/13 6:20:29 AM#28
Lots of chasing around on speeder bikes and running around buildings to break LoS.
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3/18/13 8:25:12 AM#29
One thing I remember about Lowca pvp as a non-combat build was building landmines and putting them all over our player built town and base. Was fun to watch the other side come charging into town and go boom, move another step and go boom again.
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3/18/13 8:32:23 AM#30
Originally posted by precuorbust Wow this sounds a lot like AoW. DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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3/18/13 10:28:40 AM#31
Originally posted by bcbullyOriginally posted by precuorbust Original SWG was 10X the game AoW could ever be on its best day. Especially the crafting. |
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4/15/13 11:40:30 PM#32
Originally posted by Burntvet One of the early major faults in the Pre-CU days was, in hindsight, Doctor Buffs. It led to a lack of diversity, IMO. Sounds crazy, but here's why it did. Buffing health wasn't the bad thing. But what it did was buff the secondary stats, like Action and more importantly, it's recovery. Action, if you remember was 1 of 2 building blocks for everything your character did in combat (the other was Mind points). Normally, donning armor, using weapons, performing abilities, all eat at the Action and Mind points pool. Essentially more powerful actions / attacks ate huge chunks from Action & Mind pool. This was important, because in general, the more comprehensive in protection the armor was in resists, the more heavy handed weapons, all ate up great huge gobs of Action & Mind. In high resist armor's case, it slowed down the recovery of Action & Mind very noticeably if you were not buffed. With the 90% Stun Composite, you could not even equip the full set if you were unbuffed. And even if you did, the Action & Mind recovery was terribly low. This was supposed to be the balance of the original system. Power, protection, etc. came at a steep cost: It limited how many actions you could do in a given time because all that power balanced out with high costs. With Doctor Buffs, you could don the heaviest armors, Composite Armor, which counted as "Heavy" compared to the other lighter stuff, and as a consequence, took less damage if it wasn't armor piercing. With the buffs, you could get custom weapons that were built for high damage, accuracy (for the optimal ranges), but at high Action & Mind costs. The buffs allowed players to spam with the heaviest, most powerful gear. Crafters of course had to cater to the narrower demands. No longer was any armor valid outside Composite Armor, which offered the heaviest, best, most encompassing resists. Composite was essential for PVP and to a lesser extent, PVE. Ubese was light and great, but only against physical attacks like critters and such. But against anything with energy weapons? Ubese was a death sentence. With the narrower demands, it killed off all other types of armor. No more usage of Padded Armor. No more usage of Bone Armor. No more usage of weapons that did not fit a specific parameter, i.e. Armor Piercing. Fighting even in regular clothes was completely out of the question because everyone was using Composite Armor. Where before, fighting in clothes would be a decent idea because you'd have a completely unburdened Action & Mind pool with untouched recovery rates. The lighter armors, to include Faction Armor, would have been valid for use. They had resists for certain dangers, weaknesses to others, and would have been naturally less impacting on the Action & Mind pools / recovery rate. But with Doctor Buffs allowing the heaviest gear and unrestricted spamming with such gear and weapons, it killed diversity for the remainder of the old days. Someone was telling me this when I was early on in my playing time in SWG's Pre-CU days. I thought my friend was smoking some good stuff and didn't believe him. But after seeing everything, knowing how the system worked, etc., he was quite correct. All those cool little pieces of equipment you found? If it wasn't something like Composite, Laser Carbines, T-21's, or the other established few, bonafide pieces of gear... it wasn't valid for play. This unbalance is what allowed players to solo areas & NPCs that were not supposed to be soloable. I loved Pre-CU SWG to no end. It still is, after all these years, the one MMORPG that provided me the most fun, enjoyable title with respect to its learning curve. But the Doctor Buffs killed a huge portion of the game. "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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4/16/13 12:19:43 AM#33
Originally posted by Warmaker I totally agree (only glimpsed through your reasoning, but I know what are you getting at because I had a similar view) Doctor buffing was out of control and set an artificial standard for gears. It is kinda like a preview of what will happen to sports if there were no anti-doping agencies. |
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Xirik
Hard Core Member
Joined: 6/13/06
What is a man? A miserable little pile of secrets and lies! |
4/16/13 12:24:29 AM#34
Originally posted by BlackWizards who praised it? not enough people to make it viable as a bussiness it seems or it would still be here. "You have some serious mental issues you may need to seek some help for. There are others who post things, but do not post them in the way you do. Out of every person who posts crazy shit in this forum, you have some of the craziest and scariest" -FarReach |
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CthulhuPuffs
Advanced Member
Joined: 3/03/13
Will consume your soul, yet stay crunchy in milk |
4/16/13 12:30:49 AM#35
Originally posted by Xirik 400+K players praised it. That was a perfectly viable sub #, but SOE/LA wanted WoW #s. They didnt think it was "Star Warsy" or "Iconic" enough. So they kept dicking with it and made it worse. The reason why it isnt here is because SOE/LA made it less viable. Games Played: Too Many |
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4/16/13 12:38:44 AM#36
Originally posted by Xirik SWG existed until Lucasarts wanted a new MMO in swtor. UO is STILL around. |
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4/16/13 12:45:42 AM#37
Stupid Nancy McIntyre said "SWG was not STAR WARZY ENOUGH" so they killed SWG and made it a WOW clone. Pre-CU PVP? I enjoyed it, but like other poster said, it was unbalanced because of Buff and Composite gear. Most PVP would end up in Forum rage, "OMMMMMMG> this dumb butt in his FOTM build and his buff bot and his 90% composite gear think he's so cool because he killed me and I"m a Musician!!!Q"
http://www.linkedin.com/pub/nancy-macintyre/0/b6/533
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4/16/13 12:47:37 AM#38
Originally posted by CthulhuPuffs Where do you get that 400k number? Lets be honest the CU and the NGE were just band aids to try and stop the game from bleeding subs. "Star Warsy" and "Iconic" were just ways to say "WoW is kicking our ass and we keep losing tons of players." I'm pretty sure at that point in time SOE was king of the hill for MMORPGs. Smed had to do something. Im sure LA was wondering how their cash cow IP was getting destroyed by WoW and put pressure on SOE. Smed screwed up but in his defense I'm pretty sure LA didn't want excuses and this was probably the best thing he could do to shut them up. Sadly it failed miserably. |
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4/16/13 1:13:02 PM#39
Originally posted by aRtFuLThinGOriginally posted by Warmaker A lot of the /snipped stuff were symptoms of the same problem: SOE's inability to run a game over the long term. Doc buffs, and comp armor, and all the rest were not a huge problem, UNTIL the really high number value resources rolled around and that did not happen for a year or so on all servers. SOE simply did not test things out, using equipment approaching the max values, because they didn't think about it or that those values would be hit. 3k doc buffs were de-stablizing to overall game play, so was 90% comp and 500 per tick mind poison from CMs. Had they capped the max values of that stuff at some reasonable levels, or seen the need to do so, it would have prevented a whole lot of other problems. Instead SOE did one thing after another with no thought to what the overall and long-term gameplay consequences would be. Too bad SOE has no foresight, at all. |
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4/16/13 7:31:59 PM#40
Originally posted by Burntvet To be fair I don't thik the resource system was pre-generated values - they are dynamic, unlike in most other games. That why you see so many of those exceptional values are here 1 day and people will swoop to by those resources and gears and they will be gone the next. It is quite difficult to test things in environment such as that. If the resource system was like WoW where quality is static and availability doesn't fluctuate I would agree with you. I think the dynamic resource and experimentation aspect of SWG pre-cu was that reason why SWG was loved by crafters in the first place. |
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