Dueller wrote: Do an ingame poll (implemented to client, since "numbers of people who take part in forums polls is irrelevant to numbers of people playing the game" - Virrago) and you Mr Smed would know what people favor regarding SWG. And it seems to be the most effcent form of communication. You ask specific queston, and you get playerbase answers.
First question to ask "are you satisfied with current state of the game" would do nicely.
Do you think we need a poll on that one? I'll just go out on a limb here and say most people aren't satisfied.
Thanks for answer Glad you guys realized this finally.. and good luck on solving it all now
Mirael D'Kana: RZ-1 A-wing "Silent Scream" pilot 21st Twilight Fighter Sqdr. ...Has mastered the Pilot profession ...Has aquired a distinction of "100 Badges Club" member
Irs Moonlight, 17p Engine Systems/Weapon Systems Shipwright Tyrsis, Naboo. Waypoint -7012 2536 PLAYING SPACE BALLS MMO SINCE NOV 15TH 2005 Do you enjoy being fed with bantha poodoo too ?
DanceRulez wrote: All due respect, but Pub. 27 was originally scheduled for what I believe was originally called an "Entertainer Revamp". This was then pushed back to Pub. 28 so that, we thought, you could put more effort into it to do a better job. What we seem to be getting is just the addition of combat skills.
What about bug fixes both long standing and due to recent game changes that Entertainers have been asking for?
What about new songs, dances, instruments, props, ID options, or entertainer inspired clothing or other items?
What about enhancing the role of the Entertainer profession in the game through Entertainer and not generic combat skills?
What about the addition of Entertainer content or at least improved tools to help us create more of our own content?
What is the future of Entertainer in the game and when might we see it happen? (There is no mention of Entertainers in your long term publish plan past Pub 28.)
We're still waiting for the "Entertainer Revamp" Any comments?.
Please..please...give us some sort of information other than "We didn't think you'd like it so we scrapped it; we don't know when you'll get anything".
We're probably the most patient and forgiving part of the playerbase. We're simply tired of waiting for our $15.00 a month to matter.
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.
Nairb3 wrote: Smed I hope this sort of QA session is not going to be a one time thing its great seeing all this feedback.
It won't be a one time thing. I will do more of it if the threads are as productive as this one. In the recent past it's been a ton of anger and less feedback that's useful. I can only say "no rollback" so many times.
yet you will work tirelessly on giving us back the things we had and expect us to be overjoyed ??????
Sicaro Amesi (gnn[[[[nnnnnnn[gggggggggggggggggggggggggggggggg) JEDI KNIGHT - NINE TIME ACE - has soloed Lord Cyssc in an A-wing.....
Mr. Smedley, when are we going to see the no loading zones, and the capitol ships that were shown off at Fan Fest 2005? If ever.
_________________________________________________________ vvSanctuaryvv Jordano Plein nmnnhhh5neXqggggggggggggggggggggggg JEDI MASTER If you copy any part of my sig, then your my slave! Supreme Overlord of Naritus _________________________________________________________
they can edit mine all they want. One thing I do want to address - it has been brought to my attention that we are a little overzealous with our thread and post deletion. I've asked that to be toned way down.
I have to applaud you on this statement. The deletion seems to mask the outcry.
Per Synapse Elder Jedi - Council Member Order of Darkness -OD- Starting Date: July 1, 2003
in the old days i knew what rifle a new player needed, and what rifle an advanced player needed. I could stock both.
Now we have CL 88 CDEF rifles.
We don't have any way to construct level specific weapons.
You're right. The current loot game within SWG is in direct opposition to the trader profession. That's why we're changing what traders are and how they operate so that they operate in congruence and harmony with the current loot game. While no concrete plans have been made, I suspect schematics, mass harvesting, factory crafting and similar aspects of the current trading game to be adapted to something more suitable.
No offense, but the current loot game sucks. You should be changing that, not the traders. It's mostly just +20 modified clothing and glowy items, all of which are common, some very common. There's no thrill or adventure in going out and trying to loot stuff anymore. Weapon enhancements, armor enhancements, CAs/AAs, good looted weapons all made for a great looted item system, and it tended to include crafters. Many off the common activities/places people used to go for loot are empty. Who hunts Nightsisters anymore? The Geo Caves which one once filled with people almost 24/7 is empty... not hard to figure out why. Who wants to kill the Acklay and loot an organ? Or kill a crazed Geo and loot more stims... Had it not been for pearls, I'm sure the Krayt Graveyard would be empty as well.
Most of the loot isn't rewarding, and the rewarding stuff is mostly easy to get. What's more, there is no challenge in the getting the best weapon possible. It's no coincidence players complain of the lack of things to do with the loot system that we have now.
You are also correct. The loot really isn't where it needs to be. It needs to be exciting when you get a new weapon or piece of armor. I love it when I get an equipment upgrade, even if it is just a couple of points. But I think the problem that crafters have is the exact same issue that loot in general has right now. Items just are not important enough in SWG. That is something that we need to change, for both crafters and for loot in general.
my post (which was post #1000 in this thread) has fallen along the waside like a stone... so here it is again 400+ posts later...
Ok... moving to fast to read everything... so I will just post my big three concerns and see if a response can be made
1) Is there any way to get a combat AND a non-combat skill on our characters? I have a back story for my main that goes back far before SWG. It is of a jedi/musician (ie. Tionne of the Jedi Academy novels). Allowing a combat AND a non-combat skill (entertainer/trader) would create diversityin our toons. It also would help return the number of traders and entertainers that have dissappeared.
2) Can we please get the old CA's and AA's converted to something useful under the new system. Even a temporary NPC that would evaluate the old ones and turn them into current stats would be great.
3) As a mayor of a major city I have a HUGE problem with the nerf to the Medium Naboo house footprint many months ago. This did not solve the problem because other types of houses can still be used to create 'walls'. Besides, there is no way to fill gaps left by these houses as no other house can fit in the space which drastically cuts the available building room in a city. Please return the footprint to it's original size and do not punish all the cities that did not use these as an exploit.
¯¯¯¯ Elder Master Musician ¯¯¯¯
Mayor of Symphonia, Naboo -3275, 755
Rebel Alliance Colonel -- Vortex Squadron Pilot
Founding Member of DEF -- the Dedicated Entertainment Foundation
"You know and I know my clone sleeps alone..." -- Pat Benatar
can we make these Q&A sessions a fortnightly thing it would be a fantastic way to unite us all and grind out the right solutions.
Please join us for our Stratics HoC Chats, the next one is tentatively scheduled for April 19th.
we need chats more often, having 1 every 2 motnhs, even 1 every month is not enough. Look at how many questions are being asked now
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