There's a lot of discussion going on and I wanted to jump-in at a more basic level to address the themes I see repeated again and again on this thread:
'Star Warsy' Game: I think this is the principle issue driving all of the furor surrounding SWG. I'll be honest, SWG wasn't launched as a Star Wars game first and foremost. Instead, other priorities such as crafting, vast world space, non-SW activities (e.g. Entertaining) and player-created activities were pushed ahead of the essential SW adventure. The people who wanted an online SW adventure tried it out and left. The people who liked the sandbox nature and deep crafting game stayed. But the general direction of JtL, CU, and the NGE were aimed at adventure. Why? Because we wanted to shift the game to first and foremost be about SW adventure.
The question then becomes why, if you the community wanted a different game, did we go in this direction? To put it simply, we wanted to appeal to a broader SW audience. We wanted to play up the elements most people identify with from Star Wars. In some cases, this meant modifying or eliminating parts of the game that the existing community wanted. But, at the end of the day, we believe we can reach a balance between crafters and adventurers, between combat and non-combat professions, between those who want to live in a simulated world and those who want to live an online SW adventure. And that's why we're continuing to pursue the 'Star Warsy' direction we've established.
Rollback: People are asking for it. But, we aren't seriously considering it. Why? Well, nostalgia tends to color your view of the past. SWG has advanced in a lot of ways a rollback is an all-or-nothing return to what was before. The strides we've made forward would be eliminated (e.g. the quest system). The expansions and additions we've built would be affected. To put it simply, going forward, fixing the game, building on what we've established and refining the direction at hand is the best way to improve your day-to-day experience in the game.
The Future: With a diverse audience come diverse demands. As developers with limited time and resources, we need to choose what we want to focus on. And, to be blunt, SWG's has done a lot of things poorly in the past. There has been a lot of diversity, but very few of the options met the gameplay and quality expectations players expect. In fact, the posting history so regularly brought up by members of this forum (hello, Smugglers) shows just how diverse the ideas have been surrounding this game. And, to be honest, we can't meet all of those expectations.
We are, however, staying true to the focus on the game we established. We've carved out a scope and direction that we can support and build. We've identified a core set of professions that we can grow and differentiate. We're building the groundwork to deliver a more compelling GCW experience. We're looking at solid solutions for crafting as a part of the future of the game. And, yes, we're putting a Smuggling system into the game.
To put it simply, we're going to keep pushing to refine and expand SWG first and foremost as a SW adventure. We're going to differentiate professions, add adventure content, revamp crafting to be a core part of the fundamental adventure economy, tie-in alternate activities like Entertaining, and work each day to improve the moment-to-moment experience of every player through continued bug fixes and quality improvements. We're not there yet, but as Publish 27 showed (and Publish 28 will continue to prove), we're on our way.
KO
You believe Entertaining is a non-sw activity?
Why could the quest system you are so proud of not be attached to the pre-cu or cu version of the game? If I recall correctly, we did actually have quests before the nge smacked us.
Lastly, after more than 2.5 years of hearing about smuggler revamps and "we're putting a Smuggling system into the game", why should we believe you now?
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Yes. The Entertainer in the movie got eaten.
Note that we're also revamping those features that players find fun but that may not clearly be iconic SW activities. In Publish 28, we start to adapt Entertainers.
KO
Message Edited by ChrisCao on 03-24-200602:33 PM
Basically your saying, sorry entertainers your just food.
No, I'm saying that they aren't one of the heroic roles from the movie. There were a lot of other entainters in the movies, but, again, they were not the focus of the films. We want to, first and foremost, deliver on the SW fantasy.
KO
Spies, Medics, Commandos, and Traders were no the foci of the films.
Please consider that we want fun things to do in-game, not a picture-perfect reinactment of the movies on PC.
Your adaptation of us is a continuing reminder that you do not want Entertainers to entertain.
We had Battle Fatigue and mind wounds to heal at launch. Now we have one helpful ability.
How is that fixing us to have us at less than half the level of useful Entertainer abilities than three years ago?
(Less than half because how many people want inspiration buffs as compared to BF or mind wound healing? Literally less than 1% of the player population)
レイラニ キル'リア Who decided every addition to SWG should be a rutabaga?
Will you ever make if so that we can respec without using kits/destroying toons...?
Respec NPCs are going with pub 28.
We'll be able to go to an NPC and drop a profession and pick another??
Bowoci ~ Elder Enemy of the Republic ~ Peele Notoo ~ Medic ~ Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~ Notoo Shipyards - New Justice, Lok - West of the Shuttle -I support crafting in SWG!
NPCs will be stationed in some cities that allow you to change your profession for a price. As a gift for publish 28 everyone gets one respec from the NPCs for free. The NPCs work essentially the same as the respec devices.
does this mean our current respec devices go "bye-bye"?
Broly
Darkin
Help control the pet population... have your Wookie spayed or neutered!!!
Since I havent had one question directly answered by a dev yet I will try to compose a collection of my questions:
1. Will we see Secondary professions such as rifleman,pike,tk,sword,carbineer,pistols,fencer incorporated into Iconic speacialization?
2. Jedi has been seperated by dark and light in the movies and same pre-nge is there a timetable in which we will see light jedi/dark jedi? Will the enclaves have purpose?
3. Will we ever be able to use the old UI layouts where we can resize our radar, add a second toolbar?
4. Will there be a new system in which we can change our professions without the use of respec or deletion?
5. Can we be given polls so we can have an alternate means to communicate to you, as well with more dev chat sessions so the players arent ignored and the Devs are not bombarded by questions like this and can focus on certain aspects that need changing?
No one will answer you becaus ethey dont like you sry kthx
-teph
get off my jock teph i pwn j00!! on the bria forums no need to embarres youi here
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Will you ever make if so that we can respec without using kits/destroying toons...?
Respec NPCs are going with pub 28. This needs MAJOR Clarification
NPCs will be stationed in some cities that allow you to change your profession for a price. As a gift for publish 28 everyone gets one respec from the NPCs for free. The NPCs work essentially the same as the respec devices.
That is EXACTLY how it is done in WoW. No wonder your detractors keep saying you are copying WoW instead of doing your own game.
Because Altyrell wants to be a Senator , and I agree its a great quality
SpaceRancor wrote:
We need to remove those timer spawns on Mustafar. They were originally put in to stop people from camping the mobs and item farming them. Looking back on it, that wasn't really a valid enough reason to have them spawn like they do.
Alleluia! Twice I spent 2-3 hours (with the fmr swordsman corro, Kreymerr) waiting for the Storm Lord to spawn. The first time, he finally spawned and Kreymerr died and some jedi flew in and stole the kill. The second time, we decided not to go inside and the Storm Lord finally spawned in a (what we think) a shorter time.
But two sessions like that for one quest, and where a lot of boss' like that...it's a bit too tedious
Since I havent had one question directly answered by a dev yet I will try to compose a collection of my questions:
1. Will we see Secondary professions such as rifleman,pike,tk,sword,carbineer,pistols,fencer incorporated into Iconic speacialization?
2. Jedi has been seperated by dark and light in the movies and same pre-nge is there a timetable in which we will see light jedi/dark jedi? Will the enclaves have purpose?
3. Will we ever be able to use the old UI layouts where we can resize our radar, add a second toolbar?
4. Will there be a new system in which we can change our professions without the use of respec or deletion?
5. Can we be given polls so we can have an alternate means to communicate to you, as well with more dev chat sessions so the players arent ignored and the Devs are not bombarded by questions like this and can focus on certain aspects that need changing?
No one will answer you becaus ethey dont like you sry kthx
-teph
get off my jock teph i pwn j00!! on the bria forums no need to embarres youi here
Spell check is your friend noob! -Teph
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Will you ever make if so that we can respec without using kits/destroying toons...?
Respec NPCs are going with pub 28. This needs MAJOR Clarification
NPCs will be stationed in some cities that allow you to change your profession for a price. As a gift for publish 28 everyone gets one respec from the NPCs for free. The NPCs work essentially the same as the respec devices.
That is EXACTLY how it is done in WoW. No wonder your detractors keep saying you are copying WoW instead of doing your own game.
-Indene-
guess where they got it from? EQ
Smed
lololol OWNED
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But please no more timed spawns. I have just spent 3 hours waiting for Commander Razor to Spawn so I can complete one of my final Mustaphar mission. How is that supposed to be fun.
If I didn't have two monitors and this thread to entertain me I would have gone mad!
We need to remove those timer spawns on Mustafar. They were originally put in to stop people from camping the mobs and item farming them. Looking back on it, that wasn't really a valid enough reason to have them spawn like they do.
SpaceRancor
That's good to hear. (He spawned just as I sent the post).
How about having it so if someone in the area has a relevant quest then it automatically spawns next time. That should slow down loot farmers but enable questers to progress.
Yima wrote: Wow, im quite scared by the amount of dev posting in the forum today! Did Smed made you all gather for a kind of communication attack hehe Can anyone clear up if there are plannings to include again some sort of a creature handler / droid handler or another class that uses pets into the game ?
Read the thread and you'll find out (yes, but not for a looooong time). READ BEFORE YOU POST QUESTIONS THAT HAVE ALREADY BEEN ANSWERED!
Let's maximize our dev time!
Besides, I haven't gotten an answer if camps will ever come back.
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