| Username | denshing |
| Real Name | Korey Hall |
| Rank | Apprentice Member |
| Joined | May 7, 2007 |
| Gender | Male |
| Age | 19 |
| Location | Tacoma, WA, United States |
| Last Visit | July 17, 2008 |
| Post Count | 99 |
| Biography | |
| Quote | SWG Publish 4 Jedi:Flurry: TKM unlock |
Through good and the bad, i hold planetside as the best MMO i have ever played. i just restarted playing after jan06 whic is around 3years? and I dont know why i havnt played it since. I STRONGLY encourage more people to come back, and I hope this game has enough of a following to keep the battles big on this last truly active server.
I hold more hope for Hello kitty online than the future of SWG
I stumbled upon this article, and this is one reason why there will never be another planetside 2. How could a guy who made such a wonderful game, makes such a fluffy wuffy, RS type game. http://pc.ign.com/articles/885/885635p1.html The things i got out of this article where (Gaia online) -(garlic monsters) and wait for it.............. (The company hired David Georgeson, the producer of the MMO shooter Planetside)
I dont really care about the nudity factor of the game, but i still think its kinda lame that they would throw it out after calling it one of the Sexyest MMO's yet. Does that mean they will half to tone down the rating in the back from (Nudity) to (Partial nudity)? Kinda lame if you ask me, i am not playing atm but that is pretty stupid.
One thing need for a successful community is variety, but without causing too much confusing, such as a good gathering area, to be a sort of prime location for player socialization. Prime example being World of Warcraft, Orgrimmar, or shattrath, This is just an example of places that you will never see less than 20-30 people at any time. Another good community factor is making structured elements that coincide and compliment eachother with small challenges, such as in crafting, (Hunters get resources needed by crafter) This builds a reputation for very deticated crafters/master of the arts, while being able to provide back to the playerbase through the system. A good example of this would be PreCU SWG, when the best of the best crafters where practically known server-wide, and if players wanted the best gear, they went to the crafters, Which brings another important factors, (Players HATE it when the BEST crafted stuff is worse than the averge/superior loot.) You still want there to be need for an exciting loot with perks you cant get in crafting, or if you dont know a crafter, unique loot ect, but the Best of the best in crafting should not be some pushover to drops, otherwise there will be no crafting community towards the endgame levels . Well that is just some of my imput from the many MMORPGS i have played, and the many lessons i have learned through success and failure stories, that make and break a MMO in its very fabric. I wish you the best of luck on your project ![]()
Which IP would you like to see become Bioware's new MMO?