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1/24/09 10:44:41 AM#41
Originally posted by SioBabble
Totally agree SioBabble; SWG on the whole was an amazing idea, and that's about it. If not for the community and IP, I doubt SWG would've lasted more than a few months. At the time some patience was expected from players, but lets face it the game was utterly borked. As for the numbers, I'd speculate SWG never breeched 100k concurrent distinct players (not accounts).
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1/24/09 10:58:39 AM#42
OP you have some good points, but I think the loss of subs after NGE speaks for itself. They never recovered from that either, so SOE was flat out wrong and the gamers have already spoken on which version they prefer.
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1/24/09 11:13:44 AM#43
Originally posted by Gkarn
SOE lies to it's players quite a bit, the NGE was just one example. You are either ignorant of this fact which has been elucidated upon exhaustively by many players across several games, or you are just a fanboy.
In your post you talk about shooting mothers, getting dogs pregnant, and SOE doesn't lie. I am thinking you are the psychotic one. |
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1/24/09 12:28:12 PM#44
Originally posted by Terranah This is all that needs to be said when people argue that the NGE is better (lol) than the original game. 250k-350k players back then...less than 10k now. |
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1/24/09 10:55:11 PM#45
OP, Pre-CU SWG definitely had flaws. Not even the most die-hard Pre-CU fan can deny it. There were SERIOUS flaws in there, such as 90% Stun Composite Armor in conjunction with the buffs that enabled players to wear them. However, warts and all, Pre-CU offered quite alot, even in today's general style of MMORPG gameplay. Pre-CU SWG **was** good, IMO. + You were not stuck on the tired, old, static "Class + Level" system. The Skillpoint / Template System gave you the freedom to build your character's skillset the way YOU want, not what some nitwit said that you will do. + You COULD be a Lemming and be a FOTM Templater and be devoid of any imagination whatsoever. There were a bunch that did. But guess what? The Skillpoint / Template System allowed creative individuals to come up with effective templates of their own. + Tired of your character's current template? No problem. Drop skillboxes bit by bit and work towards your new template little by little. No need to roll a new toon. + Show me any other MMORPG ever since SWG came out in 2003 that had anywhere the same level of gameplay and depth as Pre-CU SWG crafting did, while retaining a true player run economy. + How many other MMORPGs had deep enough gameplay in NON-COMBAT aspects where a good number of players *rarely or never* engaged / sought combat? + Complaining about the Grind in old & newer versions of SWG? Then you haven't played much other MMOs, since there are some that put Pre-CU SWG's grind to shame. I recall most vividly (more accurately, "agonizingly") Lineage II. Playing that game made me realize my definition of an MMO grind had to be redone with these new horrific standards. Anyways, ALL MMORPGs have grinds. That is their hook to keep you playing. WoW has it, LotRO has it, SWG has it, etc. Kill X amount of critters to get enough XPs / Levels. Do a dozen petty quests and be an errand boy across the same landscape. Execute a special move X amount of times to get an improved ablity. What's the difference? Not a god-d**n thing. They all force you to devote time in playing the game, that's it. It's what all developers do to players in all MMORPGs. That's inescapable. =========== Just some of the reasons why I still hold Pre-CU SWG up even among the current stock of MMORPGs. It was and IS different from the current stock of MMOs. It gave the freedom of gameplay back to the players. Warts and all, Pre-CU SWG was good. But the problem was the devs themselves who fixed the game in a half-a**ed, slow manner. Not to mention working secretly in the background in dropping the system altogether. Where would SWG be now if SOE had bothered to actually fix the d**n thing instead of bringing in unwanted revamp after unwanted revamp? "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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ShiroTenshi
Novice Member
Joined: 5/01/06
"One death is tragic. One million, Statistics." - Staline |
1/25/09 12:48:32 PM#46
Well, actually... It's not SOE sponsored (that i know of) but it IS playable. And from what i see, they are making goof progress in completing the project. Just look up SWGEmu. |
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2/03/09 12:52:45 PM#47
Originally posted by redriver I think ya and I played different preCU.. I remember eatin' STs for breakfast as I was "grindin'" my TK and rebel rank up.. I didn't have any medic skillz(so no heals), no armor, no buffs... they weren't that tough. could kill 'em one on one even though they tried to kite me lol I was probably halfway through pistols by the time I could comfortably stand toe to toe, from what I recall. Seeing as how Master TK's could wipe out 5 Rancor in about 30 seconds, what you say wouldn't surprise me. Just reminds me of yet another way pre-cu wasn't Star Wars. "Hey Luke! Go kick that rock over there until more critters come out!" That would've made a GREAT movie. |
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2/03/09 1:16:52 PM#48
Originally posted by clatonious
True, although SWG was destined to be forever hampered by its engine, which was nearly obsolete when the game released. But yes indeedy, they'd have had much more bang for the buck for their resources had they implemented content that worked with that engine, instead of creating all new gameplay that it couldn't handle. "Hey! Let's take the engine from Neverwinter Nights to make the next Gears of War!" They weren't looking too far down the road when they agreed to use an engine that didn't even allow for a functional jump. |
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2/04/09 7:27:02 AM#49
"Pre-CU Wasn’t that Good"
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2/06/09 3:00:29 AM#50
To the OP: Yeah, it had bugs. Yeah, certain templates were far superior than others. Yeah, jedi was a long grind. But to say it "wasn't that good"......well there's about 200,000+ people who will disagree with you. |
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2/06/09 3:21:15 AM#51
The PRE CU was a great game, or rather a game with great potential. Yet the way this game was programmed made it hard to impossible to do any major changes withour severly messing up the code aswell as gameplay. I think if SOE and Lucasart had managed to integrate all the nice content they made, into the old game I would still be a paying customer. Now, I will never again be a SOE customer. Theo - Pax Gaming Community |
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2/07/09 9:10:46 PM#52
Originally posted by Nebless
aye, it just goes to show that even when they develop a good game system (the underlying system) they will screw it up some other way... I still say to this day that the two best character development systems were SWG (original) and AO... both of which flopped for reasons other than their character development systems... |
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2/10/09 3:47:04 AM#53
Originally posted by Dkevlar
Well considering you completely made all of that up to justify cutting the entire population in half, I'll throw in that the majority of people I knew in game only had one account, and only a few had multiple accounts. Therefore 250k is pretty accurate. But if we want to use your logic, then we can apply it to the NGE. Cut the current population in half, the current actual number of real people playing is is 41.
The majority of the people i knew in eclipse in the good old days had at least 2 accounts, but the magic 250k players number is a fair accessment since (i'll come back to the 250 000 in a bit), IMO, at his peak SWG had about 500 000 accounts (notice accounts) Still, it is worth pointing out that even before the NGE, or even before the CU, numbers had dropped considerably. SWG foruns then were a mess with ravaging complaints about imbalances, like defence stackers, or the fact that a several buffs (food, spice, medical and entertainer) had become essential to do almost anything in the game, or broken story arcs, of the lack of loot (yes, lack of loot), and many other things. I, for example, stopped playing ~3 months before the CU . And was not the only one. "it's dead jim" comes to mind when I remember that period. And yes, pre-cu should have evolved. And the evolution was the CU and then NGE (that was a bloody mess ). The golden question is, even if they had done it differently, would those 250 000 still be playing the game? Reality check: last years have show that themepark mmo's are more profitable than sandbox ones. I like sandbox more, but I am not blind. the current "console mentality players" reject the idea of a sandbox game console mentality player - aka as the masses, the ones that make or kill a game when faced with a sandbox mmo: huh? wtf is this? I have to think now to play huh? here's the map pointing out where the quest givers and quest areas are? where the boss? where is the epic items? ARRRGH I want my highway to Overpowerness and a GPS - 250 k players or 500 k accounts was a good number for a time where mmo's were a new thing, probably equivalent to today's 2 million players. Yet the peak population that swg had in it's CU time was bypassed by wow in a glimpse- a cartoonish themepark game.
So much truth in that.
I would like to state that in no way shape or form that anything I receive from SOE influences my opinion about SWG or their company. I’m pretty much a typical average player enjoying the game. |
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2/10/09 4:14:20 AM#54
Even if I play it today (free 33 days) I still must say Pre-CU was better. Why?
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Totally agree, of the two versions I would still rather be playing pre-cu too. Granted there are parts or concepts of the NGE game that are good and would have made a nice addition to the original game. I think the best thing to come along to date is the Appearance tab concept. Wear your armor underneath but give yourself a totally different clothes look. Great idea. But over all, not really. |
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