| Username | Vrazule |
| Real Name | Sean |
| Rank | Novice Member |
| Joined | February 20, 2004 |
| Gender | Male |
| Age | 41 |
| Location | Laguna Vista, TX, United States |
| Last Visit | May 14, 2008 |
| Post Count | 461 |
| Biography | |
| Quote | If life is but a dream, then why must we row so hard? |
Originally posted by Fishermage
Originally posted by CasualMaker
Originally posted by Vrazule
The CU and NGE were fiascos, there is no doubting that, but I have very little doubt that the game wouldn't have succeeded any better if they hadn't made those changes. It didn't have enough casual appeal to even outstrip EverQuest numbers, let alone ever reach second place after WoW. The game was too complex, too time consuming, too crafting oriented and riddled with all kinds of hardcore style time sinks in the form of battle wounds, battle fatigue, slow experience curve, high learning curve, general downtime and excessive travel requirements for quests, forcing the most popular iconic class to be rare, Jedi. These along with a myriad other things would have kept the game down in any shape or form.
Yo genius, it was a virtual world simulator. It did indeed take thought to play it well, but it was not very difficult. Not difficult, but not super-easy either: what you got out of it scaled with the effort you were willing to put into it. And the more they dumbed it down, the faster they lost players.
It is very hard to undo the damage done by the SOE propoganda. Typical of "big lie" tactics; the more you repeat the lie, the more people believe it.
It still is simply not so. The game was LOVED by casual players. People left because it was mismanaged, and SOE kept nerfing things without fixing what was wrong.
The big lie here is asserted to protect Smedley, blame Koster, and SOE has been doing this since the CU. They have an unholy horde of believers to preach this false gospel on every forum as well.
the initial game underoerformed purely because of Smedley's mismanagement; the CU failed because it didn't address that mismanagement, the NGE failed because it also did not address that, the current game is failing because they are not addressing that.
Everything SOE touches since the NGE is underperforming because they have not addressed this one big problem they have.
One can make up all the excuses one wishes to, and the small but dedicated horde of SOE fans have many -- the simple thing is there is one common thread to all of the problems. That common thread has a name. The man called Smedley.
I have absolutely no love for SOE, I no longer play any of their games. I also do not believe pree-cu and pre-nge was this wonderful game for casuals you claim it to be. I am a casual player and I did not enjoy the original game. If it was so popular, then why didn't the numbers tell us so. The game had been out only a few months and they were already bleeding subs. Even before WoW, we know there were a lot of casuals out there. We saw from EverQuest, that more than 2 million people tried the game and left. Why weren't they flocking to this eutopia that was original SWG? What did SWG get at it's height, somewhere in the ballpark of 300,000 subs, that seems like the hardcore market to me, not the huge casual market.
Sandbox games are not casual. There were too many irritating systems in that game to appeal to most casuals and I was one of them.
Originally posted by rev_lazaro
Vrazule I'm confused: Are you praising their approach to finally making the PvP changes separate from the PvE or are you criticizing it? Everything you listed sounds like what Anet accomplished with this; but starting off with "When will developers learn!" kinda throws me off.
Hmmm, maybe it's due to the comment that they are not scaling PvE skills for PvP,but rather they are creating seperate PvP skills. From the sound of it, you will have an ability icon for PvE and a seperate one for PvP. So now you have two different systems to worry about instead of an integrated one that scales depending on your situation.
What is Your Favourite IGG published Title