|
|
11/12/07 2:00 PM
|
|
Viewed 1611, Replies 32
|
|
Originally posted by Suvroc The innovation of WoW was a polished, working game from launch. This was something that the software industry in general does not do. So WoW got people's attention. |
|
|
|
11/12/07 1:22 PM
|
|
Viewed 298, Replies 11
|
|
|
Two toons per server is the limit now. There is the Jedi unlock exception but that need not concern anyone in this day and age. As indicated above, there is the chat restriction. You can get around it with /tells and in groupchat. But no other flavor of chat, or emotes. The devs patched the holes the spammers were using. On vet trials, at least, you can still plant houses. As for a level restriction, it's news to me, with the exception below... The situation now is much better than it was last summer, when they were restricting the 14 day trials to the n00bie station, and you couldn't get to Tatooine. You can't advance beyond level 10 on the n00bie station. |
|
|
|
11/11/07 4:57 PM
|
|
Viewed 1611, Replies 32
|
|
Originally posted by salvaje Eventually they will. Since the mechansims of MMOs will be pretty much the same, the genre will be the only real differentiation with them, and people are getting tired of elves and orcs, I think. So the skin will be the thing, as the play will be pretty much the same. Until someone takes a chance and finds the next big thing. |
|
|
|
11/11/07 4:25 PM
|
|
Viewed 277, Replies 14
|
|
Originally posted by Arawon A trader can use any weapon that is not profession certified. In fact, they're issued a very nice trader pistol around level 50 or so...one with a higher DPS than combat types have access to until level 80 or so. The catch is that traders don't get any combat specials, nor can they earn combat XP. Their level advancement is earned through trader XP (that is, by crafting items) only. So a trader can use a CDEF pistol or a curved sword or something they're certified to use (via player level) to shoot at say womp rats or similar things. Trader is a class unto itself. While you can use any weapon in the game you're certified for (only Jedi are certified for lightsabers), you're not going to be as effective in combat as a combat profession toon at the same player level is, simply because they receive special attacks and abilities that are combat oriented. Traders don't. Traders have been known to advance through the GCW ranks to general, it's not like you're excluded from combat like traders once were. Much of your ability to engage in combat is tied directly to your player level. A level 60 trader can take on mobs that would instantly kill a level 20 commando, for example. |
|
|
|
11/11/07 1:20 PM
|
|
Viewed 277, Replies 14
|
|
|
Originally posted by Arawon There is no resale market for lightsabers. NONE. Lightsabers are no trade items. The Jedi who crafts a lightsaber is the only Jedi who can use that lightsaber. Crystals (both color and power) and krayt pearls can be bought and sold. They can't be used in a lightsaber until they're tuned by a Jedi, and after they've been tuned, only the Jedi who tuned the crystal or pearl can use it in a lightsaber.
Only Jedi can craft, equip, and use lightsabers. No other player class can do anything with them at all. Well, not true. They can die at the hands of a Jedi using one. |
|
|
|
11/11/07 1:01 PM
|
|
Viewed 277, Replies 14
|
|
|
Originally posted by Arawon
You can add additional toons to your structure's administrator list by targeting the structure control device, bringing up the radial menu (use the ~ key to do this), and selecting the appropriate option. The exception is lightsabers...only the toon that crafted a lightsaber can use it. Your Jedi will be able to craft a lightsaber at level 26, and as you progress, you'll be able to craft more powerful lightsabers. Race is utterly irrelevant to crafting; any race can be any crafter. At one time some races had advantages in some crafting fields (for example, humans had a bonus to artisan crafting, moncals had a bonus to armor crafting). |
|
|
|
11/10/07 7:50 PM
|
|
Viewed 1402, Replies 40
|
|
Originally posted by fozzie22 I don't think he designed an unbalanced game, so much as the game's design wasn't fully tested. Remember that a lot of specials were just plain broken when the game went live, so the design was never stressed as it was intended to work. What was released was unbalanced. But also, player expectations of what "balance" should be were not what Koster had in mind. PvP dueling balance seemed to be the be-all and end-all of the most vocal PvP crowd. |
|
|
|
11/10/07 7:46 PM
|
|
Viewed 269, Replies 14
|
|
|
My experience with SWG is that system RAM is more important than your graphics card. Run it with 1GB RAM and you'll be OK. 512Mb? Not so much... |
|
|
|
11/10/07 7:39 PM
|
|
Viewed 1402, Replies 40
|
|
Originally posted by Antarious
|
|
|
|
11/10/07 2:17 PM
|
|
Viewed 277, Replies 14
|
|
Originally posted by Arawon The only crafting a Jedi has organic is crafting lightsabers. Which only Jedi can do. You might want to pick up Beast Master to craft pets. But that costs expertise points. Other than that, you're excluded from crafting. Unlike in WoW, where crafting is an add on for any of the combat classes, crafting is a full time job in the bastardized WoWized SWG. This is because before the abomination that is the NGE was imposed, toons were not restricted to being combat, or an entertainer, or a crafter. You could mix and match skills to your hearts content. You could be a heavy swordsman and an armorsmith, if you wanted to be. What the NGE did was impose rigid classes based on the existing skills oriented profession system. Which meant that combining combat skills with crafting skills was taken away in favor of rigid classes. Nowadays, Trader is one of the lockstep iconic classes of SWG, and there are four different types of traders, as Obraik outlined above. At the lower levels they share schematics they can use, but as you advance and get more advanced, you get exclusive schematics that only your particular flavor of trader can use. |
|
|
|
11/09/07 8:34 PM
|
|
Viewed 2132, Replies 95
|
|
|
AWOL isn't a serious crime. I know of one individual who went AWOL in the 70's and has never paid the price for that crime. His name is George W. Bush. |
|
|
|
11/09/07 8:26 PM
|
|
Viewed 852, Replies 19
|
|
|
How about a world that has zones, but is seamless? You can swim across the river on the southern edge of the Alwynn forest and enter another zone, which is of course Darkshire. The ideal situation is one that allows you to visually detect that you're crossing a zone boundary, but you can physically do so if you so desire. it's not advisable to swim from the Alwynn to Darkshire if you're a level 9, but you can do it (and die quickly!) if you so desire. |
|
|
|
11/09/07 8:13 PM
|
|
Viewed 1546, Replies 66
|
|
|
Smedley is totally obsessed with revenue...he has no clue as to how to deliver what the customer wants, but he sure as heck has ideas on how to pick the customer's pocket. |
|
|
|
11/09/07 4:48 PM
|
|
Viewed 2694, Replies 64
|
|
Originally posted by tman5
|
|
|
|
11/09/07 2:00 PM
|
|
Viewed 1307, Replies 55
|
|
|
I've gone back for the free trials, but the problem is while the worlds are there, the people I enjoyed them with are not. Also, because of the way they mucked with the mechanisms of the game, there's no longer that much to do. It's difficult to find groups to take on the high end content, mainly because the NGE destroyed my guild, and so many others, and there are fewer high level players around to do things with. They've screwed up so many aspects of just being in the game as well. The UI sucks Rori swamp water, they've eliminated mounts as RP objects, by making them store when you dismount, the mobs have been dumbed down by the level system, and PvE combat is purely pounding on rocks now. The last vet trial I really was into things despite knowing how broken SWG had become for several days...enthusastically surveying for resources and planting harvesters, but then realizing that it was somewhat pointless to gather resources for crafting when crafting has been so made irrelevant by changes in the game and the loot-centrism of the economy. It's sad, really. |
|
|
|
11/09/07 12:50 PM
|
|
Viewed 2694, Replies 64
|
|
Originally posted by azgarth Let me get this straight: The devs dropped some hints about how to get mutations (this was mistake number one, btw...never show your cards to intelligent people...and never underestimate the intelligence of your playerbase). The players took the hints, did some experimenting, and found ways to get mutations. So, now that the players know how to get mutations to come out consistently, so the devs decide to change the mutation rules on the players. The players are pissed that once again, for the umpteenth time, the devs capriciously change the rules and deny player accomplishments. Cancel buttons are hit. No, the new set of developers are just as deaf to player wants and desires as previous sets of developers, and again ignore one of Koster's key rules: you can't take back things you've given to your playerbase without pissing them off and causing them to hit cancel buttons. They will NEVER learn, or they're trying to kill off their own game. |
|
|
|
11/08/07 3:24 AM
|
|
Viewed 798, Replies 26
|
|
Originally posted by outlaw101 I'm a fan of the potential of the original SWG, and mourn how savagely it ws betrayed by those charged as its stewards. I was critical even of Koster when he was still there, because it seemed to me that he was a master chef who had abandoned his kitchen to MickeyD's frycooks. |
|
|
|
11/08/07 1:16 AM
|
|
Viewed 798, Replies 26
|
|
|
SWG fanbois drive me nuts. How many times to they swallow the "of course the sky is shocking pink!" line before they open their own eyes (after being incapped by a Nyax goon) and stare up at the orange sky of Corellia to realize the SWG devs lie without the slightest hesitation? |
|
|
|
11/07/07 8:34 PM
|
|
Viewed 859, Replies 21
|
|
Originally posted by Jim125 The real catch in the BM crafting system is the consumable components, particularly the hydrolase refinement components. Sure, you can craft a crap pet just as a mount or a companion, but serious combat pets that justify the use of expertise points are very expensive in terms of consumable crafted components...and time invested in grinding them up. |
|
|
|
11/07/07 7:48 PM
|
|
Viewed 591, Replies 20
|
|
|
Originally posted by CasualMaker
In my view, the ability to buff up the secondaries, particularly the action secondaries, undermined the entire tradeoff system for both armor and weapons. If you make armor encumbrance trivial with buffs, it takes away the tradeoff between protection and agility. It also takes away the action cost of weapons specials as another tradeoff and its complement to armor encumbrance. With the doctor buffs taking away the tradeoffs for combat toons, it also undermined the tradeoffs for armorsmiths and weaponsmiths. Action secondary buffs nullified the tradeoffs crafters were supposed to make, that is, whether to craft for encumbrance or protection, to craft for action cost or damage. A snowball effect rippled through the balance mechanisms because of this one particular set of buffs. Thus you have combat players able to both protect themselves with protection enhanced buffs (with no encumbrance trade off) and spam specials repeatedly (with no action cost tradeoff). The original concept of the carbineer who could kill himself before you could that was joked about was a thing of the past with action secondary buffs that made spamming specials every bit as trivial as wearing the most protective composite armor you could get your hands on. The other flaw was the depletion of a single pool being incapacitating, particularly the mind pool, which was (with the exception of the limited CM mind heal) an unhealable pool in combat. Take out the mind, which docs and CMs couldn't toss canisters to heal, and you'd win. So the rise of the rifleman, the heavy swordsman, and the CM (all with the ability to target the mind pool specifically) in PvP had arrived. I might add that the snowball effect for PvE was made even worse when the devs massively nerfed creatures in Dec 2003 in order to "fix" the meatshields of the Creature Handlers, to make CH a poor choice for PvP. Coupled with the effect of buffs as they rippled through armor and weapons, PvE became ridiculously easy for most creature mobs except for the ones the devs buffed up (Krayts, Kimos, etc) for elite profession toons. |
|