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All Posts by honoursword

All Posts by honoursword

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Hello

Please can you add Elite: Dangerous to the game directory please? It is a classic game from the 80's being remade and will have MMO features as well as a single players option. All details can be found here:

http://elite.frontier.co.uk/

Thank you

Hey all,

http://elite.frontier.co.uk

They are making a new Elite game with multiplayer option and what seems to be a continuous online world. Play single player or part of what appears to be an always on universe so an MMOSim really.

For everyone who played the original Elite this is going to be awesome.

Take a look and what do you think? It would be nice to see this game added to the site.

Thanks

Originally posted by Gishgeron
Originally posted by Mithrandolir.

^ this would have been perfect imo. Just make a stable client that supports 2 - 4 players, and I'd be really happy with that. Otherwise, I'll stick to single player ES now that I have seen what they intend to do with the mmo version.

 

 

 

  I haven't even looked at so much as a single piece of information about TES MMO.  I already knew, 4 years ago, that such a thing would never work and, I THOUGHT, Bethesda was with me on that.  Haven't they STATED it was a terrible ideal before?  My god, it would have been a greater success to just contact Mojang and ask for a minecraft reskin with some extra items thrown in and a touch of plot over this.

 

  I'm not even joking when I say I'd play a Mojang, voxel, version of TES in place of this affront to common sense.

The really annoying thing though is that the idea of an Elder Scrolls MMORPG isn't a terrible idea. If done correctly, capturing the spirit and game mechanics of the single player game. It would be absolutely awesome.

There was simply no need to go down this WOW clone route, they have a successful and popular game that works. They just don't need to change that. All they need is an open gaming world where people are free to do what they want, NPC's that work about and go about their business, Dark Brotherhood, Blades etc where you can do missions for them and climb up their ranks, buy your own home etc...

True, dungeons for groups would need to be added, but that us pretty much it. The rest is all their in the single player game they just need to convert that to an MMO.

I think this is more of a accountants decision than a dev one to be honest. "Let's play it safe guys and go down the WOW route, look at all the money they have, we can't lose."

My god how wrong are they going to be.

I just don't get it.

From what I am hearing they are moving away from everything that made the single player game great.

I am going to keep an open mind and wait till I see more before but so far it just looks like another tank, heal and spank MMO.

Very disappointing. Is it just me?

ZeniMax Online and Bethesda are owned by the same company which is ZeniMax Media Ltd. In fact their offices are supposed to be really close to each other so I think it is safe to say that Bethesda have been helping them out and contributing massively to its development.

If done correctly, with depth and freedom, than this MMO could capture the same magic that the single player games had. I just hope they dont make it some console port with an attrocious user interface. Design it for the PC and then port it over to the consoles if necessary.

Besides I think Bethesda will still make the single player game and ZeniMax Online will look after the MMO.

Make it a good one guys.

I 100% agree with you. I don't like the idea of having steam engines and underwater helmets either. If they can do that than surely they would have things like guns, bombs etc... pretty much things that would make swords, horses and other medeival aspects obsolete. It just doesn't make much sense. It is one of the things that really annoys me about WOW. You have guards walking around with swords and armour and then some other guy some where has a flying machine with bombs. Again, it is just silly.

I also agree though with gameplay over look and feel I just wish they would keep to the fantasy asepect. Rather than having a helmet to go underwater why not just have a potion that allows you to do it. Or if you want to fly  why not have a levitation spell that lets you do it. You can still do these cool things without having to bring in unrealistic non-medeival original fantasy elements.

Just my humble opinion.

It actually looks like we could be getting an Elder Scrolls MMO. Take a look:

http://www.tomsguide.com/us/ZeniMax-Bethesda-Elder-Scrolls-Online-MMO,news-14481.html

Only a rumour so take it as you will but this isn't the only website reporting this.

Not sure if this has been posted already. I couldn't find anything on the search so here it is. Accept it or deny it for what it is but it is possible an announcement will come in May 2012. No idea how reliable the source is of course.

http://www.tomsguide.com/us/ZeniMax-Bethesda-Elder-Scrolls-Online-MMO,news-14481.html

 

Housing
General Discussion « Guild Wars 2
3/25/12 2:42:48 AM

There are loads of things that can be done with player housing if it is done correctly. Look at SWG, they did it very well, it just needed polishing a bit. Archeage is going to have player housing and you can setup your own vendors to sell your crafted goods. This is rather than pay AH fees. Then you will also have your ability to grow your own crops so it will be a vital part of one of the crafting professions. It is also an important part of the cool foot prints system they are doing.

Then there is the option to equip it with furntiure  and other goods. You could do it so certain furniture gives you buffs, kind of a second set of armour so to speak. Your bed could give you a rest bonuse, an anvil could increase your crafting skill, a target dummy could improve your attack power, a painting could imrpove your prestige...etc... (just brain storming here).

Finally you have the place to put your unwanted armour and any cool things you have acquired. SWG also did this very well, when a piece of equipment became broken or useless it didn't disappear and you could put it in your house and show it off to mates.

However, it is quite a lot of hard work to get it done. From the words of Blizzard Entertainment. if player housing was a 5 minute job it would have been in WOW a long time ago.

 

No I don't agree with instanced anything. The moment you start plucking players out of the gaming world than that is the start of it not being a world. I think many years ago instancing was necessary in order to handle the large number of players in one location. Times have moved on and I think that is no longer the case.

Instancing in my view is far too restrictive and is the soul core of Theme Park gaming. In an instance everything is set the way the devs want it, true they maybe able to add a degree of variation but after doing the same instance 100 times, even these variations become the same.

The only way to have a true open world and a truely unique experience is to get rid of instances. True other players can then interfere but that adds a sense of danger and change that you simply cannot predict. In an instance, after a while, everything is predicatable.

There is also nothing stopping the devs creating really immersive and challenging open world PVE elements. If the world is vast enough and filled with enough content than there should be plenty to keep us all occupied.

A big no to instances please.

Ok my understanding is there are quests and levels within the game. For the first 15 levels you are hand held in a theme park style progression. The intention here is to allow everyone to learn the game in a controlled way and introduce them to the early aspects of the lore. This may change as the game gets older and the majority of players are well versed in how things work.

However after level 15 you are let loose and there isn't any direct restriction in how you progress. You can continue with the questing if you so wish but I understand from this point on you can pretty much build, craft, farm and do whatever you want from here on out.

I think it is quite a good setup, a little bit of hand holding to learn the ropes and then go fish to your hearts content. I am just hoping we get some RP servers.

My perfect MMORPG would focus on realism more than anything. It would also have a huge array of tools for roleplayers and be pretty much targetted at that audience.

 

Combat

Combat would be very different to other MMORPG's. There would be no health bar at all but would focus mainly on realistic injuries. For example, if you get stabbed in the arm than that arm is now useless, you cannot hold a sword or do anything until it is healed. Players would have to rely on armour and spells to protect themselves and have a skill set for specific areas. Combat would be similar to Skyrim with the option of third person or first person. The weather and environment would also play a big part, for example heavy fog would effect your Accuracy skill and Ice would cause you to slip and fall at random.

Also there is no level invincibilty either, if you are a player who has maxed out his Swordsman skill and is equipped with high quality armour and epic items great. But if a newbie comes up to you with his starting dagger and you are AFK, if he stabs you in the face, YOU WILL DIE!!!

Setting (Fantasy, Sci-fi, etc.)

Fantasy in an absoutely huge world. I would want it so big that you could walk for ages and still be in the middle of no where.

Crafting

All items can be crafted and I want tons of items from weapons and swords to books, quills, bed pans and bowls. I want the lot. Crafting is complex and time consuming depending on what you build. If you are making a quill than yeah that will take a couple of minutes. If your building a house than that will take a few hours. Everything has a life expectancy and decays over time, the length of this depends on the crafters skill, the quality of material and the quality of tools you are using to make the product with. Items can be repaired but only by crafters and even after a lot of repairs the item will eventually break beyond repair. It wont disappear so you can still use it as an ornament or whatever.

Dungeons

Instances wont exist in my MMORPG, I think any scenario that takes a player out of the real world defeats the point of playing in an online world game. You might as well just play a console game on multiplayer.

Dungeons will exist but in the open world, the world will be so big however that it will take time to get to them and each one will be different, requiring different people with different skills to complete. For example, some dungeons will hold mobs resistant to magic and so range and melee attacks would be better suited and vice versa. Dungeons would also change, and mobs would move to different locations randomly from where they were last killed.

Economy

The economy will be completely player driven and rely heavily on not just the quest and loot drivers but players who want to run taverns, shops and gambling dens. All will work to support the other so there is never a gap in the economy. Inflation will be handled by item decay.

Player Levels/Skills

Each player gains skill points when you complete a certain task. For example if you use your sword and kill a dude that might get you a skill point in Swordsmanship. If you craft a beverage in your tavern that will get you a skill point in Brewing. These skill points are allocated at set times and cannot be grinded, for example you cannot bot your character to kill boars for hours and then come back an expect to be maxed out. You will get a skill point but there is a rest period after each point is given.

There is a maximum number of points you can obtain in each field and then you will be known as a 'Skill Master'. You could even complete a quest and go on to become a 'Skill Professor' and have the ability to teach other in that field. This unfortunately locks your skill field to maximum meaning most other skill fields will not be obtainable as you can only have a set number of skill points.

Questing

Questing must be dynamic and the same quest should never be in the same place again. The quests should move about the world and change depending on location. For example, if Mr James Bond wants me to find a gold staff from the local cave then great I do it for him but then he should never ask me or anyone else for that matter to do the same thing again. He should also remember what quests I have done for him and randomly bring up the fact I did that, maybe even offer me a drink or something to eat.

Quests should be part of a game but not the dominate part of it like mosts MMORPG's.

Player Customization

Player characters should be fully customisable. You can change pretty much anything and everything about your character but within reason to your chosen race. For example, if your human you cannot give yourself Orc style teeth or Elf like ears.

Player Housing

Houses can be built anywhere except in key areas like on roads, on top of spawn points, mountains or anywhere where there is already primary interaction. Houses range from small huts to large fortresses. Each house can be decorated and equipped to how they like and each item gives a benefit in some way shape or form. For example, a bed of X quality will give you a Y amount of rest bonus. A cooking pot with X quality will give you Y extra skill points to your cooking skill.

Players will also be able to hire vendors and guards to protect their property. 

Raiding

Raiding shouldn't be about a gear grind, in fact gear will only provide a bonus to your abilities and not be the end all like most MMORPG's. Players will have something called chronicles which will sort of tell the story about your character, when you complete a certain raid your chronicles will record it. You can decide to be good or bad, if you kill monsters than your chronicles will record you as hero and will be highlighted on news boards across the world. However, if you kill everything, innocents too then you will be the bad guy and your chronicle will record you as such.

PvP

There will be three server types PVE where PVP is completely turned off. Normal where PVP is on and RP Normal which is the same as normal but exclusively for RP. There will also be designated safe zones in major locations, if for example you attack a major city than players can go to safe bunkers that are heavily guarded and where you cannot be attacked. Guards will also be very difficult to kill and will have horns they blow to attract  the attention of other guards.

And theres more

A few other things too:

  • Bounty Hunting for people who have killed you will be available.
  • Notice Boards and News Papers will highlight major events done by players.
  • NPC have opinions on you and other players effecting how they interact with you.
  • Weather effects you, if it is raining get in side or you could catch a cold. Not good!!!
  • Mining requires a mining camp and isn't instant as is other resource gathering.
  • Huge amount of emotes, including group emotes that allow you to do the action precisely at the same time.
  • Camps for those who don't want a home.
  • Player Cities where people can vote in a mayor.
  • Random events throughout the world ranging from small (serial killer in the area), medium (flooding that effects food and resource prices) and large (a plague that can even kill players).
  • Believe it or not buy dying should be rare and there will be severe penalities if you do die. 
  • No global or area chat channels, you can only talk to people near you. You even cannot chat to other guild members unless they are within proximatey. A guild newspaper and notice board will comminicate news and information.
Originally posted by free2play
Originally posted by SysOpPsyche
Originally posted by Talint

Hello MMORPG Community,

 

So I'm sitting here watching TV and I started to think about Skyrim, and how much I love the game.  I've never actually played a Sandbox MMO but I'm growing in love with the whole Sandbox style that Skyrim offers.  Then I thought, why aren't there any good Sandbox MMOs? (some say Darkfall is good, but I've heard both sides)  And I thought about it somemore, and then I realized this.  Maybe the reason that Sandbox MMOs don't stick is because even with a Sandbox MMO you still cannot explore the entire world, you're still stuck to ceritan zones or areas.  Take Skyrim for example.  The Monstor's / Humonoids scale to your level.  You can literally explore every inch of the world and still be able to kill something.  If you go to the farthest north point, or the farthest south point, it's all the same.  Could this possibly be why Sandbox MMOs do not stick? Or is there some other aspect that I'm clearly not thinking of.

 

Thanks all, I cannot wait to hear your responses.

 

Talint

Actually in most Sandbox MMO's the level to power ratio/scaling is typically much more narrow (meaning even a new player would have a chance, however small, at defeating the most powerful player/creature.

 

The main reasons Sandbox MMO's haven't really succeeded is:

  • Technical Requirements - Sandboxes have incredibly higher technical complexity than other styles of games (that was even true with Ultima Online without actually using 3D environments). Thats usually what kills most of them as most are attempted by Indie developers that just don't have the financing or experience to do them.
  • Lack of Identity - The Themepark vs Sandbox debate argument from the Themepark side is that Sandboxes are boring because there is no theme/story or clear progression in the game. In many ways they are right, the issue is tied to the following reason and the previous. The previous reason also causes shortages in Ambient Events/Environment development - basically most Sandboxes end up barren nothingness for the most part other than what Player create in it which pushes the specific game towards a PvP-centric environment and attitude which typically causes a lot of problems since popular PvP attitude are very destructive/disruptive to Sandbox communities and environments for the simple reason of the Sandbox [actions have lasting consequences] which popular PvP attitudes are generally not accustomed to dealing with. Basically a Sandbox/Virtual World isn't an excuse for lack of events or story or progression, if anything a sandbox requires tons more since player direction is uncontrolled. That typically requires heavy reactive events rather than scripted or planned events and dynamic/floating/shifting progression which is much more technical [AI associated with the Map/zone/worlds instead of just the individual mobs/entities & non-linear/vector like complex math for progression- more problems added to reason #1]
  • Community - Essentially a Sandbox game is made and broken by its community. That seems like a plus (and to a degree it is) but also a major problem for them since Players have Real lifes to live and aren't locked into the game hence the players themselves have an enormous amount of freedom and power to benefit the game and more likely (intentional or not) harm it. Even tight solid communities get bad moods (like after an unpopular patch or change to the game) which can turn an attractive Sandbox MMOG into a horrible one. Population management and a ton of social tools are needed to manage the community, let them manage themselves to a reasonable degree and compensate for their absence when not online [further complicating reason #1]

You've probably heard of SWG and a lot of negative and positives from various people.

Truth is, besides Ultima Online (non-3D and one of the pioneers of MMOG's and sandbox MMO's in particular) only Star Wars Galaxies has been an attempt by non-Indie developer to make a high quality Sandbox MMOG [Eve Online has been a sleeper hit but its success isn't really financially impressive by industry standards - mostly it impressed with its survival and it was an Indie development when it started] and quite simply they failed due to technical failings.

People will say it was the NGE/CU but the truth is the engine & tech running the game just couldn't handle the original design [people prefer to remember the good things about it but anyone who was there knows most of what players were talking about was the bugs/glitches and technical problems and the lack of content]. The design was too aggressive and too complex to accomplish in financially sound way (development and maintenance costs and quite simply no standard to work off of - UO wasn't 3D and Virtual Worlds had too much limitations on performance or excessively high requirements back in those days), The NGE/CU was simply a way for them to salvage the game and that probably did more than just kill it (the publicity of it & discussion of it is Still something Game Sites/MMOG developers are wary of).

 

There might be one coming though.

  • Blizzard is reputing working on a Project Titan and most people 'BELIEVE' thats its going to be a sandbox game.

 

  • The Secret World isn't a Sandbox Game its more of Giant Lobby game or somesuch similar to Champions Online/Anarchy Online etc. which really aren't sandbox games they are more old school themepark [Everquest] games (larger Open World zones instead of Small Instances) with little ability to impact/change the zone/world.
  • Guild Wars 2 is essentially a Hybrid of the Old school zones and Instance model themeparks (with dynamic event system to provide an illusion of a dynamic world)

I'm sure others will mention other games

  • Darkfall Online is an Indie Game
  • Mortal Online is an Indie Game
  • Perpetuum is an Indie Game and not even sure its a Sandbox but probably close enough to be considered one
  • Eve Online as successful as it is was technically an Indie game when it launched though it technically not an Indie game anymore (250k+ concurrent users last I checked)
  • Jumpgate was an Indie and peaked at 300k if I recall (lucky if there are 50 players online right now last I checked - Netdevil was bought out by Gazillion or something and Netdevil basically dissappeared - so I consider it Dead) and not even sure I'd call it a Sandbox MMO [its a space sim like game though it meets a lot of the requirements - station building, player/community driven events etc.].

 

  • If someone knows the specific stat please state it - I believe even SWG only peaked at about 750k-1mil users but thats very old and from memory which is not reliable at all [I'll remember something clearly or just have a vague sense of what I'm remembering - this one is a vague sense].

 

[need confirmation] Meridian 59 I believe was the Original MMORPG and Ultima Online was the Original Sandbox MMORPG.

 

 I will use SWG like you because I played it but it applies to any sandbox MMO and it starts with patching, nerfing and additions to original content. Because of the way code borrows from itself, when you nerf or patch content or features it has all kinds of headaches. Rubberbanding never happened in SWG untill the new, faster speeders came in. The original mounts were set to go a speed based on the rendering. Alot of the bugs didnt creep in untill they started adjusting Jedi and other classes, adding stuff like the village.

Sanbox need to be complete at launch to be fun but dont patch well afterwards. Entropia Universe is another sandbox and they simply add new worlds complete and of themselves but Entropia scared people off with thier business model.

The problem with SWG was that they ignored the issues that the game had, yes it had bugs, yes it lacked content, but in my opinion it had the bare bones and framework of a truelly awesome game. Instead of concentrating on resolving the issues they had, the bugs etc... they started releasing expansions, and then due to falling numbers decided to slap a WOW clone engine on top of what they had. And as we all know it was a disaster!!!

SWG did have falling numbers at the time but as this was when WOW was truelly taking off and of course the MMO market was a lot smaller than it currently is, it is understandable. Once the hype of WOW had worn off I think the numbers would have returned. Heck, I myself have gone back to SWG at least 4 times.

If they just weathered the storm, concentrated on fixing bugs and deliverying polished content and keeping the original SWG engine than I think SWG would have bounced back and be well and truelly up there with the best. Especially as everyone seems to be suffering from WOW fatigue so to speak.

I think an Elder Scrolls MMO is definately possible, it would unfortunately require huge resources and time to make it worthy of the Elder Scrolls title.
Darkfall unfortunately simply didn't have the resources to make the game what we truelly wanted, that in conjuction with some design mistakes is what has kept me away from it.

So how would an Elder Scrolls MMO work? First off, anything is possible with proper thought, testing and tons of time and money. So anyone saying that an Elder Scrolls MMO would never work is simply Wrong!!!
It is how it is designed and developed is what will make or break any game.

So how would we solve some of the things?

Persistant world
This is a must in any MMORPG. The game would need to keep moving and keep changing, random events need to be exactly that (random). They need to happen but in different locations and different times and effect different people throughout the world.

Killing a character and then they come back
A simple character generation engine perhaps could cover this. If you kill Mr David Cameron for example to complete a quest or just for the fun of it then a new character needs to spawn with new features, new name, new clothes etc... and not necessarily be a requirement of that quest but of other quests perhaps. They may not spawn in the same location but elsewhere within the world.

Repeatable quests
As mentioned before, quests need to be dynamic and move about the gaming world and never be the same. If I enter a house in Westfall and speak to meet Mrs Queen of the world and complete a quest for her. That quest should be gone, and the quest generator should then add a new one to someone else, somewhere else within the world.

The World
Needs to be massive, absolutely huge to fill the different NCP's.

Where do we fit in?
All players start at unique locations throughout the world, not in the same place. They start the game with an NCP spawning explaining the controls and what they can do and provide directions to the nearest settlement. Then they disappear. This would be the only phasing element of the game. Other players would not see the NPC.

What about the story?
The story and it's quest will all be part of the game but not the dominant part of it, it would be an element that players can enjoy but wouldn't be the sole area that players can enjoy.

What about me?
Each player will have sort of a chronicles and it catalogues the character type, personality, acheivements, etc...

What about greiving?
Killing a player within a city will get you arrested and subject to a large fine, since money is the only thing people really care about in game a hefty fine should deter people.
Outside of the city, if players are grived they can report them to guards or place a bounty on there head for other players to pick up. They would also take a reputation hit with the law enforcement for that city, thus if they do it too many times, there rep will be too bad and guards will attack them regardless.

Gear
Important but not as important as other MMO's, gear should give you some benefits but shouldnt be the battle decider.

Levels
Gone, don't exist.

Skills
Each character has skill sets and these build up over time the more you do something. However, these only give you an advantage, if someone with 100 skills in heavy armour, dressed in elite gear gets stabbed in the head by a new player just starting. They die!!!

No health!!
Controversial but the health bar is gone!!! I would go for a more realistic approach, for example, you get stabbed in the arm you dont die but cannot carry a sword in that arm. Healers will heal body areas and cannot do it instantly.

Forget DPS, Tank and healer
Not all MMORPG's have to follow this model. This is Elder Scrolls so the combat would work just like in the single player. You could fight like this but perhaps have other options.

Just a few ideas I have got, sorry part of it went from an Elder Scrolls MMO to my idea of a good MMO but you get the general idea.

It's neither for me as I have absolutely no interest in these games. And based on the type of communities these games appear to have, I am glad I have no interest.

It's Archeage for me!!!

I love little ideas like this, for me it greatly changes the whole experience of the game and adds a degree of realism that so many MMO's IMO have sadly lost. The fact that it came from a question as well shows that the devs are listening to ideas and implementing them to make the game better.

I would like to see more little things like this to be honest, even if they are just fluff items for roleplayers.

Originally posted by Adamantine
Originally posted by honoursword

I don't know why everyone is so against it, [...]

Because I cant play many singleplayer games, but only ONE MMO.

So yeah, I prefer it if MMOs are kind of, well, special. To me, TES is a very generic fantasy setting that has no specific advantage over any other fantasy setting. And the idea of having a ruleset like the one of TES in a MMO is a nightmare to me.

But it seems they are not straying away from the single player game anyway what with Skyrim coming out in November so as long as the single player game doesn't suffer why so against it? Just don't play the MMORPG that would probably be made by Zeni Max Online and not Bethesda. I stated before it could be a totally different story line unrelated to anything we have seen so far.

I can understand people who think it is a bad idea and just say "look I don't think it would work" which is fair enough, but people saying "this is the best news ever" and "awesome decision Todd" just doesn't make sense to me. Why be against creating an MMO that some players want and doesn't really effect you in any way?

I think if they did do it most people would play it anyway, I wonder how many people said a big no to a Warcraft MMO those many moons ago?

I think I disagree with practically everyone on this thread. I think an Elder Scrolls MMO would be absolutely awesome if done correctly. It could be a truelly great Theme Park/Sandbox hybrid with freedom to go about the cities and country side at will. It could be a totally seperate storyline from the single player game and I think with the right amount of resources, time and careful planning they could make a truelly awesome game.

I don't know why everyone is so against it, odds are Bethesda would still make the single player game and Zeni Max online would do the MMORPG. You don't want to play the latter, don't play it. Just keep playing the single player game and ignore the MMO.

Part of me isn't convinced either. I still think this maybe something Zeni Max Online is still working on especially as they have recently bought theelderscrollsonline dotcom.

I guess we shall see.

Originally posted by LisXia

SWG during the early days is awesome.  It makes roaming and living in a world meaningful, digital world.

It makes merchants meaningful, crafting meaningful.  Even dancing and doctors are meaningful.  Not just a tag along healer.

Everybody, every profession has its role.

The player houses, the occasional pvps ...

 

But we seems to have forgotten that it has it share of flaws, some serious flaws.

 

Now that is is gone, we tend to remember too fondly the sweet moments and forgot how frustrated some of the bugs and issues were.

 

Its gone, so be it.  Nice to have some good memories from a game.  It has served its role, let it rest.

I agree the game did have flaws back then before the CU, but I think that was the point SOE & LA missed. It only had flaws and really didn't need an overhaul like what happened. The game had the foundations of a truelly awesome experience that just needed some bug fixes, some tender loving care and then a clear and focused strategy on content releases. The CU & NGE simply were not necessary!!!

Yes SWG was losing subs at this time but you have to remember that this was when WOW was truelly hitting the scene. Everyone was pulling away to play WOW. Once the novelty of WOW had worn off and providing that they focused on bug fixes and polished new content I think SWG would be a soaring MMO even today.

Whatever the reasons SWG pre CU was the best game I have ever played and to this date no game has ever been able to replace that open world experience. It is truelly sad the game is closing.

As others have said in this thread Archeage will have player housing as well as player run shops too with NPC vendors as I recall. I think only SWG have ever done anything like that.

Player Housing can be done one of two ways it can be a nice bolt on to a game full of fluff items and a glorified trophy cabinet or it can be quite an essential aspect of player progression. For example game developers could have it so your home is an additional element to improve your character, your bed perhaps could give you a rest bonus. A cooking stove could improve your cooking skill. A garden improves your herb gathering skill. Pretty much any item can have an impact on your character. Again as someone said before, kind of like how the Sims works but obviously in a fantasy environment.

I am just brain storming here of course but the general point is player housing is not obsolete and devs can make it as important to player progression as they wish.

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