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An Open letter to the SWG community
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Smed
Dev
Posts: 131
Registered: 05-03-2005



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Hello Everyone,
 
Obviously the NGE has stirred up a lot of strong feelings among the SWG playerbase. There is no denying these changes have upset some of our players. While I can certainly understand and respect these feelings, I assure you we approached them with a longer term strategy in mind and with the best of intentions. That strategy is to lay the foundation for a longer term vision of the game that will keep people playing for the long haul. Yes, many of our long time players are upset... and we do understand why. We're not sitting in our offices thinking of ways to upset our paying customers.. we're trying to bring Star Wars Galaxies to a broader audience to make sure that it's viable for the long haul.
 
Why?
 
Many of you ask "Why did you have to make such a sweeping change rather than just fixing the things that were wrong?" - well, to put it bluntly - everyone had different ideas of what we needed to fix. Trying to balance 34 professions, and add compelling content to make everyone happy proved to be a very large challenge. Many design decisions made early on in the game's creation were boxing the team in to the point that we were never going to be able to really make this game rise to the level it needs to as both a great experience AND as a business.  We have consistently kept the SWG team as one of the largest teams within SOE (around 70 people). Even with a team that size getting new content done along with maintaining the live game, along with developing new systems for SWG just proved to be tougher than it should have been. We've got a lot of experience doing MMO's, and SWG has always proven to be the game that was the toughest for us to make changes to. So, along with our partners at LucasArts we did a very lengthy look at just what the fundamental issues with SWG were. We spoke to many of you, read the forums and conducted numerous focus group tests with both existing players, people who have played MMO's before (but not SWG) and people that haven't ever tried MMO's before.
 
The consistent feedback we recieved through this research showed us where the problems were. Here are the top 3 issues:
 
1) Difficult to get into - too complicated. People didn't understand what all the professions were, and the interface was just plain hard.
2) Combat wasn't exciting enough
3) Game wasn't "Star Warsy" enough. The professions issue also showed itself here.
 
In order to make the changes neccessary we examined just what we would have to change, and quickly came to the realization that reducing the number of professions was the single most important thing we had to do. Many of the professions overlapped and when we looked at what would make a really fun Star Wars style game, we came up with the profession list that's in the game now. Equally important to making SWG a viable game in the long term was addressing the fact that combat just wasn't fun enough. I recognize that some of you will disagree here - and I hope you can recognize this is a very subjective thing.. but the research we did was extremely clear on this point - the old combat system wasn't up to snuff. We tried different things and landed on the "fast action" style of combat that's in the game now.
 
We couldn't make changes of this magnitude without changing some things that people loved - creature handlers for example are among the most upset. This was an example of something that was near and dear to people (including myself btw). It's one of the coolest parts of the game. It's one that's only gone in the short term - we'll be bringing it back in a different form in the near future once we work through the consequences of how we can make this core system work within the new framework. It won't be a profession in and of itself, but something people  can do as part of the existing professions.
 
One last thing I'd like to discuss in this explanation is the business end of things. Many of you question the logic of the decision to do this NGE.. stating that many of the existing players will quit because we're changing the game so much. From our standpoint we have to look at the game for the long haul. EverQuest is will be 7 years old on March 16th. We HAVE to think that long-term. With the game the way it was we knew we would never be able to attract enough people to really keep SWG viable as a business. It certainly would have kept some portion of our existing playerbase for a good long time, and we would have put out new expansions and new content as well as fixing bugs.. but it wouldn't have appealed to the really large Star Wars fanbase out there.. and frankly over time the existing userbase would have churned out as happens in any game like this. We just didn't have the game we needed to have if we're going to really grow this userbase. It might surprise you to know that after the first combat upgrade, we actually added new subs. We took a step in the right direction, but it just wasn't enough. So what we're doing here is obviously risky.. we're betting that we can make this game a whole lot more fun to our existing userbase AND make it appealing enough so that we can grow that userbase in a major way. Right now I think it's fair to say we have work to do on both ends. I hope you understand that we absolutely value each and every player. You pay the bills around here, and that's not something we are forgetting. None of us like seeing people cancel..If you think this change is about "acceptable losses for a bigger goal", that's simply not the case.. nor is it how we view things. We have a clear plan to make this game a whole lot more fun,  for everyone.. and that's the gamble we're making.. that we can pull this off and get you, our players to help us make this the Star Wars game we all want.
 
And that brings me to the really important part of this post - the path forward.
 
 
The Path forward
 
The real purpose of this post is to ask for your help. In this thread, could you please list the top issues you see needing to be addressed in the short term. Any big problems from your perspective - what's really keeping the NGE from being a postive thing from your perspective. We will be watching this thread carefully and taking notes, and posting an ordered list of stuff we'll take care of (and we'll try to say how quickly we can do it as well). Please keep this thread on point. We have to move forward - asking us to pull the NGE out isn't going to be productive. If you really want to help, here's your chance.
 
From our perspective, we're focused on the following:
 
1) Fixing actual bugs
2) Adding new skills to differentiate the professions much better, and particularly the advancement path (i.e. making cool new skills the higher you rise through a particular profession).
3) Working on making crafting a much more important part of the NGE.
4) Cool new content - particularly focusing on the Galactic Civil War
 
As for the future expansions.. we have a lot of ideas (wouldn't it be cool for a guild to have a Star Destroyer?)... but for now we want to focus on what YOU want us to focus on. So please add a lot of constructive thoughts to this thread and let us respond by taking care of as many issues as we can.
 
A few loose ends -
 
I would like to specifcally address a few consistent things people have been emailing me - No, we aren't making these changes in order to bring SWG to consoles. This is simply untrue. Noone is working on an Xbox 360 or PS3 version of SWG (Or PS2, Xbox or PSP), nor is one on the drawing board. Would that be cool someday? Sure... but it's not on our radar at all.
 
Unfortunately we also can't put up a pre-NGE (or PRE-CU) version of SWG. That would require us to support 2 separate versions of the codebase and we're just not able to do that. We couldn't simply put up a version like this unsupported.. what if someone found a really bad exploit?
 
Thanks for taking the time to read this.. and please join in giving as many constructive ideas as you can (preferably in a list form ordered most important to least important).
 
John Smedley
President, Sony Online Entertainment
 
11-25-2005 09:08 AM  

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Re: An Open letter to the SWG community   [ Edited ]
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Danotje
Jedi
Posts: 1098
Registered: 12-19-2003


Danotje
PA: -TU-
Server: Infinity

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Oooooo 1st...
 
When the news of the NGE was officially announced, i , like most, was outraged and beside myself with anger.The time,effort,money,etc was gone in a heartbeat. . . .
I spent many days trying to think openly and positively about the NGE,but somedays it was hard to see the futre,the main loss i had not thought about was how my Guild,friends in game were now cancelled,gone,deleted....that was harder than anything else to adjust to as i was alone now.
Yet still i am hoping..
Here are some things i feel will help make SWG:NGE a better place to be,in no particular order:
 
The lack of communication from your 70 strong team has been your biggest problem to me,if we had more information regarding rough ETA on serious fixes,patches even what has/is being adresses and how,it would releive some of the frustration in the community.
 
 
Its been reported many times that weapons stats are meaningless,as in regardless of their CL or damage range you can kill the same enemy with a CDEF pistol in the same time as a Quest Reward CL88 Weapon,regardless if its ranged,melee,etc.Thus killing the weapnsmiths trade and giving no incentive to get anything better than what your given in game.
This also affects the "Star Wars" feel to the game, i see mainly Jedi in game now and 90% use rifles, sorry but to me that isnt Star Wars!
Make weapons stats affect you combat ability,make them desirable, allow crafters to compete with the High end Loot/Quest weapons.
 
Bring back the combat log,this is a vital tool for all players to be able to annalyse their tactics and effectiveness allowing them to know their proffesion better.(is it really that much of a resource hog to have the combat log back, even in a simplified form to the original?)
 
Target lock,for me and most this is one of the biggest issues,i understand your trying to move away from "macro'd" PvP,PvE but why not limit macro's and allow target lock? The combat is soo fast and laggy that the time it takes to move your hands around to "que" and "execute" any special you have lost target or been killed.Disabled players have been the biggest sufferer's from this non lock system.
 
Ranged has way too much advantage over melee is most cases,this needs balancing asap.
 
Melee can not inflict damage whilst the enemy is moving,and in the new AI system they move fast and laggy,gamebreaking to melee class.
 
Jedi seriously need armor,right now we are alomost useless,this is the number 1 issues for the Jedi proffesion and we know Blixtev has the code ready,please implement this asap.
 
Crafting needs LOTS of love right now,they have been literally ignored since NGE was announced, it seems pointless to be a crafter as decay has gone.
 
Leveling up is almost non existent for most above CL30 (especially CL80-90)
 
GUI/UI , some of the new changes are ok but we need more options to remap,resize,modal chat options.
 
We already lost loads in conversions,i would love to see SEA's be converted nicely to be of use in the new system, that allows character ablitly building and some diversity.
 
Only about 20% of combat animations for Jedi (i hear for most proffesions as well) actually can be seen, and the ones that do work arent up to much,for us Jedi all we ever see is POKE,SLASH and maybe the odd Force Lightning, this is very annoying and dissapointing, Please,Please give us working and visually exciting COMBAT ANIMATIONS!!!
 
Elder Robes have some serious issues alongside the top end quest rewards of mustafar, please use link below to see more details on this:
CLICK HERE!
Character diversity is desperately needed.
Stop penalising players by making their hard earned rewards useless or bugged.
Fix the lag.
Fix the bugs.
Fix the issues.
There are loads more i am sure of that but right now i cant think of them.
 
To reduce the tension between Elder and Newbie players,especially Jedi,why not introduce a Master/Apprentice system that maybe uses a similar idea to EQ2's Heroic Opportunity and Mentoring.Allowing benefits to both in this system would make Elders and New Jedi want to play together.
Open up  skill tree's with optional routes to allow proffesion diversity.
Explain your full vision of what lies in store for us.
Post something today that answers any of the above!
 
It could be a great game, but IMO the target lock and limited key mapping for combat needs adjusting big time.
 
 
 
 
 
 

Message Edited by Danotje on 11-25-200506:21 PM

Message Edited by Danotje on 11-25-200506:25 PM

Message Edited by Danotje on 11-25-200506:56 PM

Message Edited by Danotje on 11-25-200506:58 PM

Message Edited by Danotje on 11-26-200506:19 AM

Message Edited by Danotje on 11-26-2005 06:20 AM

Message Edited by Danotje on 11-26-2005 06:22 AM

 


T H E

U__N__D__E__R__W__O__R__L__D

Necrox  Kada  Danot
11-25-2005 09:09 AM  

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Re: An Open letter to the SWG community   [ Edited ]
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seline
Jedi
Posts: 1191
Registered: 03-10-2004


seline
PA: Disbanded by NGE

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- Combat was Star Warsy enough. We never saw Star Wars characters running 80mph. Make it human standards so we don't get nausea..
- It was complex and players of you was loving complex game, we didn't need idiots among us. People actually going for more complex games.
- We did not bought a shooter, we bought an MMORPG
 
 
Only way to change it not fixing bugs, actually turning back to MMORPG.
 
You can't put back Pre-NGE servers?
 
THEN CODE IT FROM START!
 
We are even fit "Just take EQ2" code and skin it with Star Wars" it would sell much better. You know you could all make it exciting with quest based without changing it to crosshair shooter. You could make all players got into this and love it if you made it quest based without changing combat. Smedley, you are an SOE executive and I'm sad how can you manage to build EQ2 that beautiful and SWG that worst...
 
 
and you know what sir, this is the most constructive feedback you can ever read if you want to see SWG alive again. Can you feel the hatred you have created for your company and products? Can Lucas Arts feel the hatred created even for Star Wars because of this game? We are sad to leave, we did not want to leave this game.. I'm not going away from SOE, going for EQ2, because it is a wonderful product with even lesser developers (I wonder how can it be also)

And I want to ADD, I will not re-subscribe unless NGE goes forward as a "shooter" instead of what SWG is born to be "MMORPG"
 

 

Message Edited by seline on 11-26-2005 01:09 AM


Hail to my all fellow players.. Time for us has ended.. New Era may not come.. May the Force be with you all.. always..
Account 1 | Account 2 | Account 3 | Account 4 | Account 5 | Account 6
Do you realise how sad to burry R.A of Intrepid (PRE-PUB9 Jedi), S.A of Infinity (POST-PUB9 Jedi) | .. and nameless 18 other living breathing characters?
11-25-2005 09:09 AM  

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Re: An Open letter to the SWG community   [ Edited ]
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Ozyo
SWG Chief Petty Officer
Posts: 143
Registered: 07-09-2004


Ozyo

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Since you are asking for stuff to make the NGE fun...here are some suggestions.
 
1. Bring in the Force Sensitive Rankings back in for jedi who reach CL 85+ or even CL90...right now Jedi at CL90 have nothing to do since GCW is impossible, when we get owned by all other proffesions. Gives us some content.
 
2.Bring in the animations back for all prorffesions for the specials. Right now when you do a powerful strike you don't do any animation.
 
3.Equal it all out for us(for PvP). Give uus something exciting in the next update.
 
Also I am not even a Trdaer but I can see they are getting jipped out of this....have they even got a single DEV response yet?

Message Edited by Ozyo on 11-25-2005 09:46 AM

11-25-2005 09:10 AM  

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Re: An Open letter to the SWG community
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omega147
SWG Petty Officer
Posts: 102
Registered: 07-16-2005


omega147

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Thank you the update Smed.
11-25-2005 09:10 AM  

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Re: An Open letter to the SWG community   [ Edited ]
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undersold
Jedi
Posts: 7367
Registered: 02-03-2004


undersold
PA: NsF
Server: Chilastra

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your still not getting my 2 accounts back

 

 

heres an idea go to your local game store your self john, and ask about your new gaming experience.

but don't tell them who you are.

 

Message Edited by undersold on 11-25-2005 12:14 PM

EZH[

February 2, 2004 - december 2nd 2005

friends don't let friends play the NGE

11-25-2005 09:11 AM  

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Re: An Open letter to the SWG community   [ Edited ]
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VengerStarsider
Squadron Leader
Posts: 430
Registered: 02-27-2004



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how about fix all the ways you SCREWED PEOPLE OVER, doing the following would help you A LOT

everyone who had Anti Decay Kits ( a one year vet reward in case you didnt know) got screwed over at the rate of 20 million credits for every one that they own. they were turned into a totally useless and valueless item. why not let us sell this new item to an npc for 20 million credits per? or turn the freaking item into something worth 20 million credits like a "super crate of free resources" that gives 100k resources instead of 30k like the normal "crates of free resources".

imagine someone playing for months to save for 5 anti decay kits and then you made this change screwing them over? why would they keep playing? what would they tell their friends about the game? probably something like "oh be sure you never play that game, you spend your time getting credits/items in the game and then they screw you over and make your items worthless"

this particularly hurts the vets, since it was a one year vet reward that could only be chosen once and so was worth a lot, about 20-30 million credits per on most servers

Message Edited by VengerStarsider on 11-25-2005 09:25 AM

11-25-2005 09:12 AM  

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Re: An Open letter to the SWG community   [ Edited ]
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MX31
Advocate
Posts: 197
Registered: 05-23-2005


MX31

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This is Part 1 or what will be a several part post. Each part will be 3 questions up to 5 Parts.

OK "Smed", if you're serious about connecting with our community and keeping us a loyal customers, please answer these questions honestly & completely. We're not looking for more spin, we want you to prove you value us as much as you say.

Part 1

  1. Why did you wait until the day after the launch of ToOW to announce the NGE? Please, no more marketing fluff. I have an extensive background in Product Development & Marketing, and that would just be insulting.
  2. Why did you deceive the community about the a) development of the NGE b) the development of the Old Systems & c) the Future of SWG? Again, please, no spin. We were misled deliberately.
  3. Why did you introduce & implement the NGE in it's current unplayable state? As it stands, has more bugs and gamebreaking issues than ANY Beta I have taken part in. In the last position I held before my Semi-Retirement I was Director or Operations & Development for a Product Line for a large Multinational company, so I am very familiar with the requirements of developing and launching a product. This Product violates EVERY rule set I have ever used for Product Launches.

A bit about one of your customers: Myself

I'm a Semi-Retired 30 year Old Male. Fortunately I have built a support system that has allowed me to retire from a position I was extremely successful in for 6+ years. I took the summer off, traveled, spent time working on the family farm, consulting a bit & playing games. I was looking forward to spending the winter playing SWG with Friends & my GF. All together we had 5 accounts that have been canceled. As it stands you have lost a customer for life, as well as a customer of Sony Corp & LA. I own well over $50K worth of Sony products (my 60" PTV was a bit expensive when I bought it), all bought in the last 5 years, and I will explain in letters to each division of Sony exactly why I will never buy another Sony product again. The reason is the way you & your company have treated myself and my friends.

Part 2 to come shortly.

Thank you

Message Edited by MX31 on 11-25-200510:25 AM

Message Edited by MX31 on 11-25-2005 10:25 AM

I'm a SOE Customer... Now if they would only treat me like one...

What the Profession Tree SHOULD look like
A REAL Vision of a SWG Profession Tree
11-25-2005 09:12 AM  

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Re: An Open letter to the SWG community
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darmokVtS
Jedi
Posts: 2431
Registered: 01-10-2004


darmokVtS
PA: IHC
Server: Eclipse

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if you could just ASAP (as in, yesterday) sort out the really, really extreme lag that happens all around the clock EXCEPT for one or two hours after restart you could probably make a lot of those who stay with SW:G a lot more happy than they are now .


Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
11-25-2005 09:12 AM  

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Re: An Open letter to the SWG community
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Else-Whira
Wing Commander
Posts: 3028
Registered: 12-28-2004


Else-Whira
PA: TEMPT
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The NGE isn't compatible to the old userbase just look at the community forums.



Colonel Else Whira - Entertainer and Ace Pilot

Kallie - Trader (structures)


Caution! Reading my posts can lead to this.
11-25-2005 09:12 AM  

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Re: An Open letter to the SWG community
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Stockbridge100
Wing Commander
Posts: 1075
Registered: 08-12-2003


Stockbridge100

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LOL! Do you get the feeling they are panicking now?  
 
ROFL Star destroyers LMAO they been saying that since the game began!
11-25-2005 09:12 AM  

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Re: An Open letter to the SWG community
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Ekymer
Jedi
Posts: 1250
Registered: 12-18-2003


Ekymer
PA: TA - Taris Alliance
Server: Infinity

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lmao, just some more bull**edit** lies and made up things why they changed the game. As if anyone would still believe him.

11-25-2005 09:12 AM  

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Re: An Open letter to the SWG community
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macfsu
SWG Petty Officer
Posts: 140
Registered: 08-04-2004


macfsu

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Smed my response to your letter is here. Thank you for inspiring us with your new iconic Profession.

New Iconic Profession
11-25-2005 09:12 AM  

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loomis001
Jedi
Posts: 5040
Registered: 06-26-2003


loomis001
PA: FOE
Server: Bria

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Smed wrote:
Hello Everyone,
 
Obviously the NGE has stirred up a lot of strong feelings among the SWG playerbase. There is no denying these changes have upset some of our players. While I can certainly understand and respect these feelings, I assure you we approached them with a longer term strategy in mind and with the best of intentions. That strategy is to lay the foundation for a longer term vision of the game that will keep people playing for the long haul. Yes, many of our long time players are upset... and we do understand why. We're not sitting in our offices thinking of ways to upset our paying customers.. we're trying to bring Star Wars Galaxies to a broader audience to make sure that it's viable for the long haul.
 
Why?
 
Many of you ask "Why did you have to make such a sweeping change rather than just fixing the things that were wrong?" - well, to put it bluntly - everyone had different ideas of what we needed to fix. Trying to balance 34 professions, and add compelling content to make everyone happy proved to be a very large challenge. Many design decisions made early on in the game's creation were boxing the team in to the point that we were never going to be able to really make this game rise to the level it needs to as both a great experience AND as a business.  We have consistently kept the SWG team as one of the largest teams within SOE (around 70 people). Even with a team that size getting new content done along with maintaining the live game, along with developing new systems for SWG just proved to be tougher than it should have been. We've got a lot of experience doing MMO's, and SWG has always proven to be the game that was the toughest for us to make changes to. So, along with our partners at LucasArts we did a very lengthy look at just what the fundamental issues with SWG were. We spoke to many of you, read the forums and conducted numerous focus group tests with both existing players, people who have played MMO's before (but not SWG) and people that haven't ever tried MMO's before.
 
The consistent feedback we recieved through this research showed us where the problems were. Here are the top 3 issues:
 
1) Difficult to get into - too complicated. People didn't understand what all the professions were, and the interface was just plain hard.
2) Combat wasn't exciting enough
3) Game wasn't "Star Warsy" enough. The professions issue also showed itself here.
 
In order to make the changes neccessary we examined just what we would have to change, and quickly came to the realization that reducing the number of professions was the single most important thing we had to do. Many of the professions overlapped and when we looked at what would make a really fun Star Wars style game, we came up with the profession list that's in the game now. Equally important to making SWG a viable game in the long term was addressing the fact that combat just wasn't fun enough. I recognize that some of you will disagree here - and I hope you can recognize this is a very subjective thing.. but the research we did was extremely clear on this point - the old combat system wasn't up to snuff. We tried different things and landed on the "fast action" style of combat that's in the game now.
 
We couldn't make changes of this magnitude without changing some things that people loved - creature handlers for example are among the most upset. This was an example of something that was near and dear to people (including myself btw). It's one of the coolest parts of the game. It's one that's only gone in the short term - we'll be bringing it back in a different form in the near future once we work through the consequences of how we can make this core system work within the new framework. It won't be a profession in and of itself, but something people  can do as part of the existing professions.
 
One last thing I'd like to discuss in this explanation is the business end of things. Many of you question the logic of the decision to do this NGE.. stating that many of the existing players will quit because we're changing the game so much. From our standpoint we have to look at the game for the long haul. EverQuest is will be 7 years old on March 16th. We HAVE to think that long-term. With the game the way it was we knew we would never be able to attract enough people to really keep SWG viable as a business. It certainly would have kept some portion of our existing playerbase for a good long time, and we would have put out new expansions and new content as well as fixing bugs.. but it wouldn't have appealed to the really large Star Wars fanbase out there.. and frankly over time the existing userbase would have churned out as happens in any game like this. We just didn't have the game we needed to have if we're going to really grow this userbase. It might surprise you to know that after the first combat upgrade, we actually added new subs. We took a step in the right direction, but it just wasn't enough. So what we're doing here is obviously risky.. we're betting that we can make this game a whole lot more fun to our existing userbase AND make it appealing enough so that we can grow that userbase in a major way. Right now I think it's fair to say we have work to do on both ends. I hope you understand that we absolutely value each and every player. You pay the bills around here, and that's not something we are forgetting. None of us like seeing people cancel..If you think this change is about "acceptable losses for a bigger goal", that's simply not the case.. nor is it how we view things. We have a clear plan to make this game a whole lot more fun,  for everyone.. and that's the gamble we're making.. that we can pull this off and get you, our players to help us make this the Star Wars game we all want.
 
And that brings me to the really important part of this post - the path forward.
 
 
The Path forward
 
The real purpose of this post is to ask for your help. In this thread, could you please list the top issues you see needing to be addressed in the short term. Any big problems from your perspective - what's really keeping the NGE from being a postive thing from your perspective. We will be watching this thread carefully and taking notes, and posting an ordered list of stuff we'll take care of (and we'll try to say how quickly we can do it as well). Please keep this thread on point. We have to move forward - asking us to pull the NGE out isn't going to be productive. If you really want to help, here's your chance.
 
From our perspective, we're focused on the following:
 
1) Fixing actual bugs
2) Adding new skills to differentiate the professions much better, and particularly the advancement path (i.e. making cool new skills the higher you rise through a particular profession).
3) Working on making crafting a much more important part of the NGE.
4) Cool new content - particularly focusing on the Galactic Civil War
 
As for the future expansions.. we have a lot of ideas (wouldn't it be cool for a guild to have a Star Destroyer?)... but for now we want to focus on what YOU want us to focus on. So please add a lot of constructive thoughts to this thread and let us respond by taking care of as many issues as we can.
 
A few loose ends -
 
I would like to specifcally address a few consistent things people have been emailing me - No, we aren't making these changes in order to bring SWG to consoles. This is simply untrue. Noone is working on an Xbox 360 or PS3 version of SWG (Or PS2, Xbox or PSP), nor is one on the drawing board. Would that be cool someday? Sure... but it's not on our radar at all.
 
Unfortunately we also can't put up a pre-NGE (or PRE-CU) version of SWG. That would require us to support 2 separate versions of the codebase and we're just not able to do that. We couldn't simply put up a version like this unsupported.. what if someone found a really bad exploit?
 
Thanks for taking the time to read this.. and please join in giving as many constructive ideas as you can (preferably in a list form ordered most important to least important).
 
John Smedley
President, Sony Online Entertainment
 


1 word JEDI NEEDS ARMOR ENUFF SAID

Member of the inqusitor of the Imperial Navy, imperial dark jedi
11-25-2005 09:13 AM  

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Re: An Open letter to the SWG community
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RT60
Wing Commander
Posts: 897
Registered: 07-19-2004


RT60

Reply 15 of 5175

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Smed,

I think you owe your existing players a couple of months of FREE play.  That is, take off that subscription fee for awhile, until you make this game what you want it to be.  Players shouldn't have to pay you to beta test a project.  Maybe people would be more willing to stick around and see what vision you have for this game.

My two cents

Your post has been locked for speaking your mind. If you have any questions about why your post was locked and/or removed, just remember that we own these forums and only allow pseudo-positive and monetary contributions to our cause.

Regards,

Big Brother
11-25-2005 09:14 AM  

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