There has been an outcry on the forums for a roll back. As i understand the term Rollback it would mean rerurning to the old system and scrapping everything that happened since the NGE.
Please clearly state weather this is even possible and discribe what the end results would be if it were?
I will jump in and answer this honestly:
We are not doing a roll back. We are not planning a roll back. We are not discussing a roll back. Once again, we are not doing a roll back.I
Can you see the game being bug free? I can't.
I want a rollback mainly to get rid of the bugs, the bugs are the main things killing SWG, not the actual NGE. NGE code on top of the CU and pre-CU has just totally stuffed things up. I can't see the game ever getting fixed, unless there is a rollback, and the CU is worked upon.
--------------------------------------------------------------------------------------------------- You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.
My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
RUSKULL wrote: Damn, I was really looking forward to an expansion
More staff?
actually, i was looking forward to 1 of TTOMO's "Expansions"
I love space, and TTOW left that component out entirely. When I heard a rumor that the next expansion would be space only, I flipped. But of course, it was just a rumor. blah!
Still, what I would love to see is a sign that the Devs do wish to promote a GCW. Currently getting involved (if there is something going on to be a part of) is harder (why are faction items like armor so difficult to make/posses?) and less worthwhile (actually, it has no payoff) than just going off and playing the non-GCW game. And you wonder why some people would rather just kill animals all day.
"I'm a Pre-CU jedi vet, so you suck! Gimme! Gimme! Gimme! Gimme! Gimme! Gimme! GIMME!! GIMMEEE!!!! GIIMMMEEEE!!!!!1111121!!@#" Chilastra, Wanderhome, Bria gallery
Ok here is one Mando armor I dont have the time to sit and loot camp I have a Life that maybe gives me 4 hrs a week to play. What do you plan to do to fix this???
Helios_SOE wrote: Yes, we have a large scale GCW battleground as well as a PvP leaderboard and rewards/advancement system in the pipe.
Helios_SOE wrote: We recognize that the current profession system doesn't allow for any real level of character differentiation. As such, we're currently working on an "Expertise" system, that grants the players "points" to spend on specialization. The expertise system gives the profession system a similar feel to what we had pre-nge as far as character customization goes. The tech for this system is being developed for the next publish (this won't be visible to you guys). The publish after that, we're looking at pushing out the first two professions's worth of expertise trees, with two professions targeted for every publish after that. Generally speaking, we'll have three trees for each profession to choose from, including a GCW tree and a "path" tree that will hold things like "dark" and "light" side powers for Jedi, for instance (or droid specializtion, vs poisons for Bounty hunters - for instance).
Amazing. Exactly what we need! I hope this all plays out well.
I'm not "Star Warsy" are you going to remove me too? Your skill at forum posting has increased by 1!
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.
Thank you for the clarification, and I think if ANYONE who isn't working on the swg emu projects knows what they are up against, I'd say I would be qualified to give you a "yes" answer in regards to yours.
As I told someone who PM'ed me asking about the emu. No, I'm not part of the project, I'd honestly rather help THIS SWG become better than devoting my time to people I don't know who may or may not be successful.
My problem is I'm not a game developer or some other sort of gaming world rockstar therefore I'm not taken seriously.
On top of projects for NASA and Los Alamos, I've also worked on other projects. One would be an earth simulator.
Trust me, swg's worlds and data are NOTHING compared to the amount of data being handled and written to/accessed from a database of the entire planet.
I'd love to be a server engineer for SOE, I interviewed with Perpetual to be on the ST Server team, but... as usual, it's very hard to get a break in this industry.
Anyways, to the matter at hand. I'm not saying the emu peeps will have it easy. I'm just saying SQL and C/C++ isn't exactly rocket science, and even rocket science is just basic physics, Trig and Calculus. ;-)
please send your resume to me if you want to interview here.
JetStrike wrote: Smed, could you increase the XP made off of killing creatures, OR add quest xp to terminal missions?
at least until there are more quests added to the game, it would be very nice for us all, the xp nerf on kashyyyk was a kick in the teeth for all player's below lvl 60.
Smed please take a look at this post.
please smed, also consider Quest XP for space quests.
sorry to bump my own post again
Although this isn't the fix you guys are looking for, it at least makes the game bearable until there is enough quests in the game
We recognize that the current profession system doesn't allow for any real level of character differentiation. As such, we're currently working on an "Expertise" system, that grants the players "points" to spend on specialization. The expertise system gives the profession system a similar feel to what we had pre-nge as far as character customization goes. The tech for this system is being developed for the next publish (this won't be visible to you guys). The publish after that, we're looking at pushing out the first two professions's worth of expertise trees, with two professions targeted for every publish after that. Generally speaking, we'll have three trees for each profession to choose from, including a GCW tree and a "path" tree that will hold things like "dark" and "light" side powers for Jedi, for instance (or droid specializtion, vs poisons for Bounty hunters - for instance).
That's the plan.
So are we going to get unlimited respecs until you guys fix this game and the professions are stabilized?
Izeman /Paemak\Marcell \\ [ [ [-V- engeance- ] ] ] // Imperial Hitman n Elder Bounty HunternLord of the Cloak "Ize's Stuff Vendor on Lok at -Vengeance- Mall: Waypoint -5961 -1586"
Virzo wrote: why does this specialization system sound so much like WoW? oh wait it is WoW. You guys cant deny that.
and wow is EQ ?
Currently playing : Under NDA MMO's are drugs. Waiting for the next SW MMO (i know it's comming) I have a feeling... a big announcement is comming... at the end of the month... Hologrind KILLED SWG. Gimme Classic Server with no Jedi. Thanks.
I have a few questions I would love to get answered with more than the standard we are working on it now response with no further info.
1. When will XP for creatures and NPCs be increased so those of us who don't like quests and get back to hunting?
2. Will we be able to modify our templates? And i dont mean you give us items that make us different, we want to be able to use our 250 skill points any way we want to and have parts of dif skill trees like before.
3. Since SOE has changed these in the past why are we getting the old its very hard or technilogicaly imposible to do this answer? We arent stupid little kids, software can be modified anyway you want to, it just takes the will to do it.
What exactly was the difference between most of the combat professions? There really wasn't one unfortunately. Adding meaningful content for over 30 professions just wasn't something we were capable of. We bit off more than we could chew. Also, the fact that a person who had seen the movies won't know what most of those professions were presented a real problem for aquisition.
Smed
This is a touchy subject for me, so I hope you read this as I will try and express what I think as best I can as to how you missed a golden opperunity:
History
Origially they had 32 professions and only a few of then had anything to do with what people would expect from a Star Wars game. The problem was, they mixed ICON profession with other "professions" that were more SKILL BASED then PROFESSION BASED.
Meaning, you do not make a "living" as a pistoleer, you make it as a Smuggler that uses the skills of a pistoleer. Make sense?
Creating Diversity within the ICON Professions
Having said that, I think a more apporpriate path / solution would have been to consolidate some of the skill based templates so that there was less of them, but yet still over the same diversity that made SWG so unique. For example:
Consolidate Creature Handler & Ranger & Bio Engineer (Creature Handler)
Consolidate Weaponsmith and Armorsmith (Armorments)
Consolidate the remaining Crafters into one professions (Structrual)
Consolidate Dancer & Musician & Image Designer & Tailor into one profession (Entertainer)
Players sould be allowed to Master any 2 "basic skill set" professions (no skill points) as they started off the game. This is how they learn to do combat and how they define thier character.
This would equate to a 3,000 health (but not nessasarly a CL 80 Template)
Full Combat Specific Template would be CL 80 (ie: Pistoleer & Rifleman or Swordsman & Carbineer)
A Mix of 1 Combant + 1 Varity = CL 60 (ie: Swordsman & Creatrue Handler)
A Mix of 1 Combant + 1 Non Combat = CL 40 (Rifleman & Entertainer)
Full Non-Combat Template would be CL 1 (Crafter & Entertainer)
Keep the “Icon” profession concept, but add it as a deeper level as a “career path” beyond the basic skill set professions. In other words, you start off and complete your desired tempate with your two chosen basic professions Then you pick 1 ICON Career path
Bounty Hunter, Smuggler, Storm Commando, Field Soldier, Merchant, Imperial Intelligence Officer, Entertainer, Squad Leader, Force Sensitive Padwaan
The ICON professions would not require any additional skill points or give any addition mods, they would just provide deeper content.
They would have additional “specials” that help you accomplish / define their career path
You should be allowed to pick another career path, but you would have to surrender all your skills and start back at CL 1 with no basic skills trained
They would require some pre-requisates depending on what that Career Path would be
Seperating SKILLS for PROFESSIONS (but keeping diversity)
The point is, you acheive what you need to acheive, reduce the number of skill based professions and the difficulty of creating enough content to 32 professions and at the same time you also acheive the desired goal of create Icon Professions that help define what Star Wars has come to be know for. You narrow the ultimate goal of what is availble to just a few "Icon / Career" professions that would require unique content. But, at the same time, you acheive and / or maintain what was so outstanding about SWG and that is the uniquness of your character choices.
This allows you to be able to "tweek" the skill templates without really affacting the ICON professions. The ICON professions would would only deal with content, not the combat method you use to execute that content. You would still have a lot of diversity with the Icon Professions without them all being the same because people could still choose what the two basic professions would be within thier career choice (with some restrictions):
Field Soldier - This profession would require at least 1 combat profession in their template
Commando - This profession would require both basic professions to be of the Ranged Combat type
Squad Leader - This profession would require both basic professions to be Combat Based (either all ranged or a mix of ranged and melee)
Force Sensitive - This profession would require both basic professions to be Melee Combat Based
Imperial Intellegence Officer (IIO) - This profession would require both basic professions to be Combat Based
Entertainer - This profession would require the Entertainer basic profession and the Structural Crafting Profession
Merchant - This profession would require both basic crafting profession: Armorments and Structural
Smuggler - This profession would require both basic professions to be of the Combat or Variety type
Bounty Hunter - This profession would require both basic professions to be of the Combat or Variety type
So you acheive your goal, specific (and few) ICON professions but at the same time there uniqueness to it through the diversity of Skill Templates. You could have many different types of Bounty Hunters (for example) all accomplishing the same career specific content using thier unique template and look.
We recognize that the current profession system doesn't allow for any real level of character differentiation. As such, we're currently working on an "Expertise" system, that grants the players "points" to spend on specialization. The expertise system gives the profession system a similar feel to what we had pre-nge as far as character customization goes. The tech for this system is being developed for the next publish (this won't be visible to you guys). The publish after that, we're looking at pushing out the first two professions's worth of expertise trees, with two professions targeted for every publish after that. Generally speaking, we'll have three trees for each profession to choose from, including a GCW tree and a "path" tree that will hold things like "dark" and "light" side powers for Jedi, for instance (or droid specializtion, vs poisons for Bounty hunters - for instance).
That's the plan.
Sweet, WE ALL cant wait to see this make fruition.
I just hit a bunch of buttons and hope everything works out.
Please enlighten me as to WHY you think anyone with more than 3 or 4 years of experience in Networking or Programming wouldn't instinctively know SQL inside and out?
Oh, and Smed. I'm getting the feeling you are cherry-picking posts. I'd very much appreciate a response to mine.
Not what I was saying. I know SQL/Oracle, it's hardly "easy stuff" and anyone who thinks they can recreate the pre-cu game (and for more than 4 people playing at once) is high. Seriously. Good luck with that far fetched dream though.
"cherry picking" posts? you've got to be kidding me. I should only answer the "this game is great.. keep up the good work posts"
Smed
Could you respond to an Entertainer's post then please? It would be nice to get a response on why our revamp was cancelled.
2+ month Publish cycle means I am waiting over a year before Entertainers are scheduled to even have a use again. Not before they DO. Just before they are scheduled to.
I don't think that's right. And more than that, I do not think that my profession should be an AFK grind mechanism to help people exploit respecs and get to level 90 in hours/days.
レイラニ キル'リア Who decided every addition to SWG should be a rutabaga?