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9/22/06 9:05 PM
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Viewed 899, Replies 48
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I don't recall seeing Stormtroopers chewing ;) Unless SOE has introduced the New Taffy Experience. Sounds like there might be some Pop Rocks in there too. |
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8/16/06 3:03 PM
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Viewed 576, Replies 35
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You sound as though you have experience with development or DBA, Fadeus. So, "You are trying to connect 2 things together that do not connect together" right back at you. You're assuming you know what happens inside SOE based on your experiences. Unless you have first-hand experience in SOE's DB admin procedures, you're making guesses same as each of us. To summarize your position as I've read it: "not maintaining data doesn't happen, ever... it's just not done". I've supported my position by using past unfathomable SOE decisions as examples. If NASA can lose the moon landing tapes, and Lucas can lose/overwrite the original SW footage... SOE not having good backup procedures isn't unbelievable. But as you've said: beleive what you want. We'll have to agree to disagree. |
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8/16/06 2:20 PM
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Viewed 576, Replies 35
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I agree, I'm not looking at it from a developer standpoint. That's because, in my limited experience and the limited amount of information I've seen about the internal maintenance of this MMO... it seems as though SWG has not been developer driven. In other words, taking SWG's history as a whole... many decisions have seemed to run contrary to what I'd imagine a developer would do. I can't rationalize its history with the traits of talented developers I've had the pleasure to know. |
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8/16/06 1:31 PM
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Viewed 576, Replies 35
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -Einstein I can easily imagine three explanations that would account for no code backup, or unworkable backup. 1. A pro NGE executive takes the 'burn the boats' approach, and has the backups destroyed. 2. Someone left SWG dev team under unfriendly circumstances, and left the backups locked in some way. 3. Good old fashioned short-sightedness, or Fadeus' word: insanity. Think of it in context of SOE's other baffling decisions: a 3rd year re-write return-playerbase-to-zero choice is more outrageous than poor code maintenance. |
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8/04/06 1:16 AM
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Viewed 505, Replies 18
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Whiskey Tango Foxtrot. |
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8/04/06 12:33 AM
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Viewed 673, Replies 34
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There is one reason that this game has failed, it's been said elsewhere in this thread... "lack of vision" is a polite way of saying ignorant or apathetic, "lack of direction" can also mean lazy. |
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3/03/06 2:03 PM
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Viewed 93, Replies 12
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Imagine you're sending a mix tape to SOE/LEC to break up. What songs would you put on it? My $0.02
It's the End of the World as We Know It - REM I Can't Stand It - Wilco Won't Be Fooled Again - The Who |
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2/28/06 8:16 AM
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Viewed 318, Replies 9
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The OP wasn't whoring up a post-count. You won't see oliverc4 again. The original post was created as stealth marketing, adding to the Focus Testing thread wouldn't have had the same visibility. I also call shenanigans because the post reads like a cut-and-pasted advertisement. |
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2/28/06 8:00 AM
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Viewed 3224, Replies 42
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If I weren't so lazy, I'd keep track of the posters with 1-day-old accounts who write how the game has improved, and how people should come back and see. I'd also see if those people wrote anything else later, or just faded into the background. If I weren't lazy, I'd note other young accounts trolling legitimate discussions of the game, then fading. Then I could determine if someone's trying to characterize detractors as a vocal, illiterate minority. But... I'm lazy. And I'm also aware of the irony (being a new account meself) |
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2/23/06 11:49 PM
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Viewed 1377, Replies 61
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So what does "technologically impossible" mean in SmedOE speak? "We overwrote the backups"? or "We don't wanna"? |
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2/21/06 12:36 AM
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Viewed 340, Replies 40
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The question is, is LucasArts going to learn the right lessons from this? A successful SWG MMORPG is possible... |
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2/20/06 10:01 PM
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Viewed 313, Replies 14
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How can you feel sympathy for someone who won't learn from their mistakes? |
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2/20/06 9:57 PM
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Viewed 281, Replies 13
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I keep thinking of more. It will be difficult to win these former players back. If such disappointment were possible once, it can happen again. If IF there were a way to recoup from this fiasco, it would take something like the following: 1. Server consolidation, with FREE character transfers. Why SOE charged $30 per transfer I never understood. If it was a gating tactic, this could be achieved by an escalating cost... (1st move of the data is free, 2nd move of same is $30, 3rd is $60, etc.) However, consolidate the servers and be open to future servers if needed. Peak server loads of < 800 are just embarassing to the company and depressing for the player. 2. An increased development effort from SOE and/or LA. 70 developers are far too few, if that's including artists, asset/item balance, game mechanics and so on. I certainly hope Smed's 70 developers don't include QA. Don't assume this would be a poor investment... the hope for any future SW MMORPG rides on this. 3. When such sweeping changes are needed, set up an alternate server with said changes, and let the players decide which is better for the game. I'm not suggesting a vote or poll which might give slanted results. You could measure how many actively played characters exist on each game type, how frequently played, etc. ---- Gah. It's difficult to remain objective. Possibly the best case scenario would be to yank the license from SOE entirely, citing gross fiduciary negligence on the part of SOE re: the SW license... Then coordinate with NCSoft, BioWare/Pandemic or some other quality developer that demonstrates higher standards. I have to assume LA didn't allow SOE to play with this significant license without nearly 100% control remaining with LA. SOE had their chances, 2 1/2 years of chances. SOE's ivory tower approach has clearly been a 'disconnect' with 21st century MMORPG realities. |
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2/20/06 6:44 PM
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Viewed 340, Replies 40
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I've come away from the SWG experience feeling that SOE is a very small potatoes operation. IIRC, Smedly has said that SOE has 700 employees and up to 70 developers were working on SWG at one time. I used to work for a small software development company that sold data management software to a small industry... and we had over 1000 employees. About 20% of those employees were developers. Our customer base was around 30,000. I believe SWG's playerbase was quoted as 100,000 at its height. Now? With the resources available to the parent company, there are times I've thought SOE never took SWG seriously. |
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2/20/06 6:26 PM
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Viewed 281, Replies 13
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Niklas / Exekile wrote, "why people are so mad about it?" I've given this a lot of thought, and I think this can be answered a number of ways. Players are upset about loss of previous game efforts. Some had played since launch, and NGE literally wiped out up to 29 months (June '03 to Nov. '05) worth of gameplay effort... especially painful for those in the 23 removed professions. Yes, SWGDev tried to make the conversions equal, but it was no equal exchange. It could not be, with the game design changing from skill-based to level-based / point-and-click, twitch-based combat. I can't speak from experience the disappointment the players of Jedi must have felt. Granted, that system was out of control... but it was a natural occurrence from the lack of endgame in the pre-NGE system. For clarity, nothing I've read suggests any further endgame has been added post-NGE. It also wiped out that same 29 month-old player economy. With no item decay, and questionable post-conversion stats, formerlly well crafted or hard won items are now a moot point. It's also important to note, there seems to be no hope for improvement in the near-to-mid future. The NGE game model seems fundamentally incompatible with the cooperative community that existed before. Then of course, there's the way the NGE was handled. There had been no warning, no preparation. No test servers, no gradual roll-out... And the timing of the NGE in regards to the last expansion left people very concerned. These sweeping changes were not applied in cooperation with the community, it felt as though they were done in spite of the community. And now we have the self-perpetuating system we see today. What minor accomplishments there are to be had are difficult to enjoy with such low server populations for company. Ultimately, I feel most of the unhappiest former players are feeling betrayed. It's a specific kind of betrayal. Even with problems of the CU (1st *minor* revamp) players felt there was hope for the future of SWG. Yes, a profession's revamp might be pushed off one more month... but you could take temporary solace in a different profession, or immerse yourself in the community, or side-track into some crafting, any of the other pre-NGE working systems. I and others I've spoken to feel those 30 months of hope and good faith from the playerbase could not have been repaid more cruelly. |
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2/19/06 10:39 AM
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Viewed 489, Replies 11
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The space game deserves mention. Having the interaction of a semi-twitch based game and the more (potentially) strategic ground game was (potentially) enjoyable, and quite an accomplishment. I don't know of any other game that managed this kind of seamless interaction. Yes, EVE has space combat, but it's very different from SWG's JTL. The built-in respec of pre-NGE was nice too, knowing that if you weren't happy with your current 'build', you could choose new professions for the same avatar. It helped a player develop a long view.
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