Smed wrote:
I would like nothing more than to be reading stories about how amazing the NGE is and how we've turned the game around. I expect to read those stories someday. Smed
OK, Smed, here goes 
The NGE is what I had hoped to see in SWG from before it even launched. My buddies and I lost a lot of work hours going through all the concept art, forums, etc. when SWG was first announced. And when it got pushed back from launching in September of 2002 to the summer of 2003, we were all heartbroken. When we finally did get the game the first thing I noticed was that the visuals were AMAZING. In fact, I can't play another MMO because they look so cheap in comparison. However, from the getgo, I could see that balance was a serious problem. In the early days it was the CHs and the Imps with 3 ATSTs each. After that got nerfed, it was the nigh-invulnerable melee stackers. Then it was doctor buff that could triple your health and action (and subsets), and 80%+ reists on Composite Armor, making mind-targeting stun weapons the only options And because we could juice up like that, the new MOBs and dungeons were ridiculously scaled up. And then there was the CM/Rifleman problem. And then the Jedi... I never wanted to be a templae-of-the-month player... so I didn't PvP. Plus, anyone who wanted to do anything relating to the GCW was opening themselves up to be ganked while their TEF was up. People who wanted to do faction-based RP either had to expect it to be ruined by gankers or would have to exploit the cloning system to wear ST armor while covert. So we took our RP and faction-based fun underground. And then there was the grinding. Progression came by killing the same MOBs again and again for hours and weeks. It was more of a job than a game. I didn't want to be the guild's weak link, but I also didn't want to leave work just to go back to work. Where was the RPG in this MMORPG? There were moments of good quest-based stories (like the themeparks), but mostly, things were just grind, grind, grind. When JTL came out I was very impressed. Here was a system that took real skills without being twitchy. It was visually stunning, challenging, and customizable. And it actually made grinding fun, as it was part of a larger story. I often wondered why the ground couldn't be like that. With the NGE, the majority of what irked me ingame was fixed. And it feels like JTL on the ground to me. Though professions still need work, there's more balance than there's ever been before. Making Jedi a starting profession incorporated them without ruining balance or requiring a hellish grind. Advancement is through quest-based stories and objectives rather than grinding. Combat is engaging without being twitchy (those of you who think it's twitchy need to spend more time in a real FPS. The hitboxes here are so large that calling NGE twitchy is silly). Plus, the combatant/SF/on-leave system for the GCW allow folks to participate in the GCW in their own terms. This is exactly what I wanted out of SWG. I only have two complaints: - It's unfinished. The stories/quests are not designed for mid-level folks. But you've said you're working on that. And I believe it.
- There's no way to start a new profession without rerolling or using an old ADK. The option to start from scratch while keeping the character would be very welcome. Like it is in Pilot
I know that the professions (especially entertainer and trader) still need some work. But for a start, I'm loving this new system. Oh, and thanks for the blunt honesty, Smed. We need more of that. This has been a refreshing forum day  Message Edited by Obed on 03-24-200602:57 PM
Obed T'Bo'Akh / Andreau Tiqaras "Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
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