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The Pub at MMORPG.COM  » SWG Pre-CU question

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23 posts found
  bboneheadd

Novice Member

Joined: 8/27/07
Posts: 116

 
OP  2/01/09 4:43:40 PM#1

Can someone please explain what that update did. I hear peopple saying Pre-cu all the time but I'm not sure exactly what happend so I'm abit curious

  arrisb

Advanced Member

Joined: 10/29/04
Posts: 203

2/01/09 4:49:47 PM#2

You asked for it, so here it is.......

The words below are not mine, I have simply copied and pasted but it is a brilliant explanation of Pre-CU.
Please note that nothing "happened" whe Pre-CU was live.  Pre-CU was the original version of SWG.

---------------------------

"SWG started in July 2003, a whopping 5 and a half years ago! During
the run up to its release, the jedi profession was still shrouded in
mystery. On release many players that where adamant that they would
become a jedi, quickly forgot about it, and concentrated on the
immersion and shear volume of content that swg offered. However there
where still a few that vowed to become a jedi, even tho non of them
had any clue of how to do it.

Weeks and months past, players became part of the swg world, making a
name for themselves either by crafting or pvping, or just "making
their own way in the universe". However still no one had figured out
how to unlock a jedi! The jedi profession was such a selling point for
SOE's game that many questioned weather or not it was actually in the
game yet, as such, in October 2003, SOE released holocrons into the
game, that when looted, would give players a step in the right
direction towards becoming a jedi (to this day noone knows if the jedi
profession was introduced to swg, before, or after the release of
holocrons, in my opinion it was after, as I think it was still not
ready).

Holocrons where introduced and people started looting them, the first,
second, third and fourth holocron, told you to master a profession,
the fifth, told you to carry on your journey alone. You then had to
master one last profession, but you had no way of knowing which it
was. This last profession was referred to as your 'silent' profession,
there is speculation, but man people (including myself) that soe
increased the number of silent professions, in a bid to stop so many
people unlocking jedi, by the time the jedi revamp of publish 9 and
10, most people where mastering between 28 and 31 professions, before
unlocking their jedi, and noone was unlocking after 5-10 proffs, as
was the case when holocrons where first released. Once the village
came, if you had not already become a jedi, you where given a certain
amount of credit towards becoming a jedi, depending on how many proffs
you had mastered so far. If you unlocked you FS character slot between
publish 9 and 10, you had to wait until publish 10, before you could
become a jedi.

Once the first jedi came about, armour and buffs where not as
prevalent as they where at the end of pre-cu, that meant that their
job was much MUCH harder. Much like regular proffs, jedi had 2 types
of experience, lightsaber exp and jedi exp (regular proffs had weapons
exp and combat exp) when a jedi used his lightsaber to kill a
creature, he would get between 3k and 5k lightsaber exp, depending on
the creature, and 10% of that would be jedi exp, considering th jedi
needed 3x more jedi exp than lightsaber exp, this made his job quite
tough, however once he got to a certain level, he could use the force
to kill creatures and get 100% jedi exp, however he had to cope with
using more force, and taking longer to kill a creature, it was still
faster than using a lightsaber alone, and if he got himself into a
sticky situation, he could simply use his lightsaber.

The death penalty was tough in the beginning, you had to suffer exp
loss, and skill loss (no negative exp) AND permadeath (if you died 3
times, you had to re-create your FS character, meaning you lost all
skills, items and character attributes.) once soe realised that noone
could cope with the severe penalties of permadeath, they quickly
removed that idea, and opted for just exp and skill loss.

Another thing that had a hand in the jedi revamp, was the inability to
reach the summit of jedi master. The jedi proff had 3 tiers, padawan,
knight and guardian (dark jedi was dark jedi apprentice, dark jedi
knight and dark jedi master), each tier had a 'so-called' master box,
which led onto the next tier, each master box required a large amount
of exp, however once you got to jedi guardian, the master box was
titled 'jedi master' and required apprentice exp, which soe in their
infinite wisdom, gave jedi no way of getting apprentice exp, and no
jedi on any server had the foresight to get his/her apprentice exp,
prior to giving up all 250 skill points for the jedi initiate box.
This meant that anyone referred to as a jedi master pre pub 9, was
actually in reality a 4444 guardian.

The post 9 revamp brought about many changes to the jedi proff, all
for the better, although many believe it was a serious nerf, and 4444
guardians where way more powerful than any post publish 9 jedi, since
I never played jedi pre-pub 9, I cant comment on this, however I will
say that due to the inability to wear armour, post 9 jedi could not
solo many high end mobs, such as krayt dragons or nightsisters, due to
the fact that they hit too hard, however 4444 guardians could.

The main changes was the introduction of lightsaber damage which could
tear thru any armour, jedi robes which gave a force bonus but no
damage mitigation (jedi where restricted from using lightsaber
specials, and force specials, they could use the default attack with
their lightsaber, but this would result in a 50% damage loss, but due
to the lack of defences of a jedi initiate, using armour was quite
common, until a player got the novice lightsaber skill), another
change was the introduction of 5 jedi skill tress, of which only half
where available to any jedi, due to the skill point requirement, this
gave way to jedis having different templates, and variation of play
styles, the 5 skills where lightsaber tree, defence tree, healing
tree, powers tree, and force enhancement tree, many view master
lightsabers to be necessity in pvp, rather than a preference, and
healing 4004 was also needed, if you where to have a fighting chance
on the battle field. In time the skill loss sytem was removed and jedi
would only have to worry about losing exp, this meant that any jedi at
full template, had insentive not to die, and many jedi knights had 10
million negative exp. Once a jedi had 250 skill points invested in the
jedi skills, he no longer needed to grind exp and could take part in
the frs.

The frs (Force Ranking System) was a system in which jedi could
improve his/her skills, through pvp. Players could progress throught
the ranks from jedi knight to jedi council leader, each rank had a
certain amount of positions on it, so there was only so many positions
available at a time, and if the stage above you was full, you would
have to wait for a member to either progress, or drop out of the frs,
before a position became available to you. Each rank gave you more
force, more effectiveness with you powers, you got a new robe at a few
points in you progression, but not at every rank. To enter into the
frs, you needed to complete the jedi knight trials, this was a series
of 20 quests, half way through you would choose if you wanted to be a
light or dark jedi.

The unlocking system also changed from that of pre-pub 9, instead of
mastering professions, you now had to do a series of quests, the first
quest was to gain certain badges. After this an old man would visit
you and lead you up to entering the village of Aurillia, after you
gain access to the village, you then have to speak to different
villagers to train in fs (force sensitive) skills, the villagers would
then give you a quest to carry out, after each quest, providing you
have the correct exp requirement, the villagers would train u in one
of the FS skills, once you had 6 lines of fs skills (one line was 4
skills from the bottom of the tree to the top) you would be given your
exit quest (note you could only complete one quest per week, and each
quest would lead to 1 line of fs skills and since you needed six
lines, this would take 6 weeks before you could even contemplate
becoming a jedi, and that was only if you managed to get the exp
requirement, which was a lot!) the exist quest was to defeat a dark
jedi called mellachae, this was a tough mission and probably not
soloable, I completed it with 2 fully templated jedi, and one of them
died in the process, after deafeting his body guards you had to
destroy his power crystal that where healing him (all while he is
hitting you down with his big red lightsaber), once done you had to
take down the 100k HAM monster, while he is tearing thru ur armour
like butter.

Once defeated you loot his corpse, (sometimes he had a rare item on
him) and you then begin your padawan trials. The padawan trials
consist of ten tasks that you must complete before leaning jedi
skills, the last task is to craft a lightsaber, this becomes your
training lightsaber, and you are now able to get jedi exp. Lightsaber
exp was removed with the jedi revamp, and jedi would now get between
500 and 1200 jedi exp pre kill, depending on the level of the creature
he/she killed. You are given an npc to train your skills from (much
like pre-pub 9 system) however instead of creating a whole new
character that is a jedi, your main becomes a jedi, and your other
character becomes 'a normal' with the option of training him/her as a
jedi also.

That is the basic details of life as a jedi pre and post pubish 9, oh
and one more thing to add, pre-9 jedi had no lots, they where unable
to place a house. Please feel free to ask me any further questions you
may have about the prof, I will do my best to answer them, if I don't
know, ill try and find out.

P.S.

visability remained the same pre and post pub 9, however pre-9 jedi
had to cope with TEF, this came into effect when they used force
powers or lightsaber specials, and they became attackable to anybody
around them, this made sure they where alot more secretive, than the
pre-pubescent jedi running around post-9, that showed off thier
lightsaber to as many people as they could just so they could
'compensate'"

--------------------------------

I think that about covers it.......

 

  arrisb

Advanced Member

Joined: 10/29/04
Posts: 203

2/01/09 4:51:44 PM#3

Actually, that explains the Jedi system!

LOL

Oh well, maybe someone can do better.

 

  Mysta

Advanced Member

Joined: 5/19/04
Posts: 78

2/01/09 4:53:59 PM#4

How good it was before and after is and always will be everyones own opinion. I loved it, I loved the freedom, the tools to do what you want, the skill system, and the community.

 

What happened that everyone hated:

Example: You're playing a game, one day you turn on that same game, only, it's a new game, who cares how good or bad the new game is, you want the game you were playing back.

 

To answer your question, what changed is the entire game, nothing stayed the same except the graphics and a few class names. From 32ish professions, to .. 8? And probably worst of all, it killed the link in the community that kept what people were left.(Originally)

  ketrine

Novice Member

Joined: 8/21/06
Posts: 294

2/01/09 5:01:16 PM#5

The CU was different from the NGE.  The "Combat Upgrade" worked within the original system of skill trees with a finite number of points to spend to reach the top of one or several trees. 

http://www.swgcharacterbuilder.com/swg-cb.php

The "New Game Experience" or NGE replaced the skill trees with levels 1-90 and eliminated many professions in the game.

  bboneheadd

Novice Member

Joined: 8/27/07
Posts: 116

 
OP  2/01/09 5:03:57 PM#6

Nice read, But thats not exactly what I meant, should have made that question abit more clear, what I want to know is what was the update that ruined SWG why did it make the game so horrible.

  ketrine

Novice Member

Joined: 8/21/06
Posts: 294

2/01/09 5:08:32 PM#7

I added a link to my other post that shows the skill trees before.

It changed it so much that the game we had signed up to play was not the same game.  Imagine if you paid money to play EQ and without warning they changed the game to be exactly like EVE instead.  You would be pretty miffed, no?

here's that link again: http://www.swgcharacterbuilder.com/swg-cb.php

 

  bboneheadd

Novice Member

Joined: 8/27/07
Posts: 116

 
OP  2/01/09 5:17:10 PM#8
Originally posted by ketrine

I added a link to my other post that shows the skill trees before.

It changed it so much that the game we had signed up to play was not the same game.  Imagine if you paid money to play EQ and without warning they changed the game to be exactly like EVE instead.  You would be pretty miffed, no?

here's that link again: http://www.swgcharacterbuilder.com/swg-cb.php

 

 So they changed the old skill tree to 9 new professions ?

 

  ketrine

Novice Member

Joined: 8/21/06
Posts: 294

2/01/09 5:28:12 PM#9

Yes.

In the old game you had 250 points to spend , and you could put your points towards any skill tree even if they were not similar.  For example you could master Doctor and Droid Engineer, then decide you wanted to be a Smuggler and a Chef, then change to being Teras Kasi and Entertainer.  You could not become a Jedi unless you mastered a lot of other professions first.

  tvalentine

Novice Member

Joined: 4/01/06
Posts: 4234

“The things you own end up owning you.” -Tyler Durden

2/01/09 6:53:29 PM#10

http://www.gametrailers.com/player/38466.html

this has alot of info about what happened and what was SWG Pre-cu

Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -

  bboneheadd

Novice Member

Joined: 8/27/07
Posts: 116

 
OP  2/02/09 3:40:12 PM#11

Thanks everyone for your info, I now have a better understanding of what happend to SWG

  Tierless

Novice Member

Joined: 7/01/08
Posts: 2114

joie de vivre

2/02/09 3:44:19 PM#12

It was ironic, for months the CU was what kept me going, I thought it will balance things out, but in the end it was the thing that made me quit.

mmorpg.com/blogs/Xobdnas

  jsw40

Novice Member

Joined: 12/19/05
Posts: 216

2/02/09 9:49:45 PM#13

I would say the short answer for why the NGE ruined SWG is that the developers took a complex, freeform game with tons of options and tons of opportunities, and dumbed it down to a generic, run-of-the-mill MMO with the Star Wars label attached.

You could be a Teras Kasi Master, mixed with a Fencer and call yourself a melee specialist.

You could be a Pikeman, a Swordsman and a Master Brawler and call yourself the same.

Now, the closest thing to a melee character is a Jedi. There's no ability for the player to forge their own amalgam of a character. It's all preset, pre-determined and precluded nowadays.

  JMadisonIV

Novice Member

Joined: 5/07/06
Posts: 285

Better at doing whatever it is Wolverine does.

2/02/09 10:13:12 PM#14
Originally posted by bboneheadd

Nice read, But thats not exactly what I meant, should have made that question abit more clear, what I want to know is what was the update that ruined SWG why did it make the game so horrible.

 

Imagine that your favorite first-person shooter is say...Call of Duty 4, and you put TONS and TONS of hours into it and had a lot of fun playing the game.

now, imagine that Infinity Ward decided to suddenly, and without warning, apply a mandatory patch to Call of Duty 4 that changed the game from a first-person shooter, into a Turn-based JRPG.

that's pretty much the equivalent of what the NGE did to SWG.

  Abrahmm

Novice Member

Joined: 12/01/05
Posts: 2485

2/02/09 11:19:02 PM#15
Originally posted by JMadisonIV
Originally posted by bboneheadd

Nice read, But thats not exactly what I meant, should have made that question abit more clear, what I want to know is what was the update that ruined SWG why did it make the game so horrible.

 

Imagine that your favorite first-person shooter is say...Call of Duty 4, and you put TONS and TONS of hours into it and had a lot of fun playing the game.

now, imagine that Infinity Ward decided to suddenly, and without warning, apply a mandatory patch to Call of Duty 4 that changed the game from a first-person shooter, into a Turn-based JRPG.

that's pretty much the equivalent of what the NGE did to SWG.

 

Pretty much. They castrated SWG.

It wasn't only the removal of the Skill trees for 9 boring, I mean "iconic" classes. They took out the traditional combat system for some whacked out, completely borked fps style combat system. They increased the run and combat speed to crack addict levels. They made Jedi a starter profession, something a lot of people spent months unlocking. They introduced a plethora of new bugs. They totally screwed up all the stats on the weapons, making great guns bad, bad guns good. They put a severe XP penalty in for grouping, and forced everyone to run quests in order to level.

It was a ridiculously bad decision which nothing good came from.

Tried: LotR, CoH, AoC, WAR, Jumpgate Classic
Played: SWG, Guild Wars, WoW
Playing: Eve Online, Counter-strike
Loved: Star Wars Galaxies
Waiting for: Earthrise, Guild Wars 2, anything sandbox.

  admriker4

Apprentice Member

Joined: 10/26/06
Posts: 1076

"Give me control of a nation''s money and I care not who makes the laws"
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2/03/09 12:43:26 AM#16

I must be the only serious crafter here.

Lets not forget what SOE did to the largest crafting community of any MMO.

They made loot better than player crafted gear. Why bother paying credits to a crafter for armor when you could now loot better ?

Also they removed decay from the game so items never needed replacement. No decay meant crafters were totally useless now. one and done was the story now so crafters left the game in masses.

They also lumped individual crafting classes into generic trader classes. A droid engineer became a weapon crafter also. A chef became a tailor too.

They removed the effectiveness of resources. Before the NGE, stats on resources would have a major impact on th outcome of a crafted item. Now stats dont have the same effect. For example, pre-nge an item made with 975+ stats was immensely superior to one made with 750 stats. NGE changed that.

The NGE dumbed down the way you crafted and tweaked items. Before the NGE, you could put experiment points into max damage and less into speed. Or you could go max speed and less damage. For droids, I could work on health points first then invest points into damage output. Again, the NGE dumbed it down to where I could no longer effect the droid's health points or its damage. Any crappy resource I use would give the exact same stats for a droid. Before if you had played the game for 2 years and had saved the best resource to ever spawn you could make the best crafted item. After the NGE any new player could essentially make the same quality gear.

The NGE took out the interdependence with combat players and crafters. Before the NGE a combat player could loot enhancement items. These items could be traded or sold to a crafter who then could make a superior crafted item. A standard DL20 rifle could be made better with looted krayt tissues. A composite chest armor piece could be made better with gorax shards.

In short, the NGE completely DESTROYED the player run economy. Many of us hardcore crafters had built Malls with dozens of our friends'  vendors in them. We negotiated deals with other players for resources and enhancement items. We built the community of SWG.

I miss it very much. Im not playing any MMO to this date as nothing compares

  bboneheadd

Novice Member

Joined: 8/27/07
Posts: 116

 
OP  2/03/09 2:41:33 PM#17

1 more question, obiously  LucasArts knows that they made a big mistake with that update so why can't they bring back pre-cu?

  nickelpat

Novice Member

Joined: 11/07/08
Posts: 662

"War isn''t about dieing for your country; It''s about making your enemy die for theirs." - G.Patton

2/03/09 3:13:15 PM#18
Originally posted by bboneheadd

1 more question, obiously  LucasArts knows that they made a big mistake with that update so why can't they bring back pre-cu?

 

Because it's SOEs choice and SOE doesn't want to I guess :/

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  Torik

Apprentice Member

Joined: 1/02/09
Posts: 2326

2/03/09 4:07:51 PM#19

The thing about pre-CU SWG is that it was a very ambitious design that SOE never managed to convert into reality.  They put in a basic system that promised a massive amount of freedom in how you played and then failed to support it.  Too many of the professions did not work right or were too limited.  Once you advanced past the basic gameplay you realized that there were no tools in the game to evolve further.   Your character was pretty much stuck and the freedom ended.

I guess someone at SOE took a look at how much resources they would need to fix the existing problems and add tools and content to evolve the game and decided that instead they would get rid of the troublesome parts and simplify and streamline stuff. 

  eagles12555

Novice Member

Joined: 7/19/08
Posts: 216

2/03/09 5:37:01 PM#20

didnt it basically make it easier to become a jedi? when i played SWG pre-CU,  i saw maybe a dozen people with lightsabers. and i always wanted one, and finally i made myself get one! and i got a blue one and then the update came and i quit

 

it was the best mmorpg i ever played. so much content. i remember killing krayts and getting pearls and selling them for a huge profit

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