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Star Wars Galaxies... Does it worth?
|
|
| Man of Kilrah 2005-08-17, 8:36 pm |
|
Hello, I am Edna Kolanco, I am a Star Wars fan and would like to know if SWG
worth the time and money spent.
Could you please give me your opinion and tell me a few things you like and
you don't in this game?
Thank you and best regards,
Edna
| |
|
|
"Man of Kilrah" <nomail@nomail.com> wrote in message
news:43033ebb$0$17862$a729d347@news.telepac.pt...
quote:
>
> Hello, I am Edna Kolanco, I am a Star Wars fan and would like to know if
SWG
quote:
> worth the time and money spent.
>
> Could you please give me your opinion and tell me a few things you like
and
quote:
> you don't in this game?
>
> Thank you and best regards,
>
> Edna
>
>
If i was you i wouldn't just yet, sit it out and wait to see if they fix up
this latest screw up of a publish first, if they dont then you'll be wasting
your money.
| |
| Anthony 2005-08-18, 8:34 pm |
| Game sucks now. XP nerf killed it. Tons of people quiting. Devs in hiding.
Tiggs not responding Good luck
"Man of Kilrah" <nomail@nomail.com> wrote in message
news:43033ebb$0$17862$a729d347@news.telepac.pt...
quote:
>
> Hello, I am Edna Kolanco, I am a Star Wars fan and would like to know if
> SWG worth the time and money spent.
>
> Could you please give me your opinion and tell me a few things you like
> and you don't in this game?
>
> Thank you and best regards,
>
> Edna
>
>
>
>
| |
| Relativity 2005-08-18, 8:34 pm |
| "Anthony" <aevansjr3@cox.net> wrote in message
news:gk2Ne.73444$E95.45561@fed1read01...
quote:
> Game sucks now. XP nerf killed it. Tons of people quiting. Devs in hiding.
> Tiggs not responding Good luck
>
Did you really think something like this wouldn't happen after the train
wreak they called "Combat Upgrade?"
SWG used to be the best game out there.
| |
| Steven Vavra 2005-08-18, 8:34 pm |
| It's not the CU that ruined it. The CU actually brought some semblance of
balance between the professions. I'll flat out tell you what ruined SWG.
The introduction of player character Jedi, and the subsequent buffing up of
that profession until it overshadowed every other profession. Had that not
happened, had Jedi been left only to NPC's, the game would have progressed
even further than the stale game it is now. But God knows SoE had to milk
their Jedi cash cow, even if it alienated every OTHER player in the game.
"Relativity" <thel@kerssuck.com> wrote in message
news:mh3Ne.2234$Q82.1180@tornado.socal.rr.com...
quote:
> "Anthony" <aevansjr3@cox.net> wrote in message
> news:gk2Ne.73444$E95.45561@fed1read01...
> Did you really think something like this wouldn't happen after the train
> wreak they called "Combat Upgrade?"
>
> SWG used to be the best game out there.
>
| |
|
| "Steven Vavra" <stevenksu@hotmail.com> wrote in message
news:OA6Ne.2786$r54.417@newssvr19.news.prodigy.com...
quote:
> It's not the CU that ruined it. The CU actually brought some semblance of
> balance between the professions. I'll flat out tell you what ruined SWG.
>
> The introduction of player character Jedi, and the subsequent buffing up
of
quote:
> that profession until it overshadowed every other profession. Had that
not
quote:
> happened, had Jedi been left only to NPC's, the game would have progressed
> even further than the stale game it is now. But God knows SoE had to milk
> their Jedi cash cow, even if it alienated every OTHER player in the game.
I could not disagree more. SWG had it's own platform. After the CU, it was
nothing but EQ with SW characters. Jedi made the game worth playing because
there was something to achieve. I only quit because the CU makes it near
impossible to become a Jedi. I'm not a 14 year old grinder. I joined SWG in
the first place to become a light Jedi. Of all the games out there, it had
the most comprehensive experience available. No other game came closer to
the Jedi path. If I could have reached Jedi, I would have played another
couple of weeks and quit. Instead, I waisted several months. I could not be
more disgusted with what the devs have done.
Tom
| |
| Dirk Pfeiffer 2005-08-19, 3:32 am |
| Reply to message from "Tom" <moondok@hotmail.com> (Fri, 19 Aug 2005 01:39:
34) about "Re: Star Wars Galaxies... Does it worth?":
The current amount is needed to make the broken and crappy FRS working. Of
course it would've been easier to FIX THE FRS than to increase the number
of jedi by a gazillion. But then....it would have been easier to fix some
professions instead of giving us a Combat (CRAP) Upgrade too! Which is now
at a state that's worse than the game ever was before the CU:
-Force Cost on special attacks screwed
-Healings stack
-Templates with more than 300 skillpoints (though you have only 250!!!)
-People can instant corpse you, but combat log doesn't show you were hit at
all
-and.....
-and.....
-and.....
T> "Steven Vavra" <stevenksu@hotmail. com> wrote in message news:OA6Ne.
T> 2786$r54.417@newssvr19.news. prodigy.com...[vbcol=seagreen]
[vbcol=seagreen]
T> of[vbcol=seagreen]
T> not[vbcol=seagreen]
T> I could not disagree more. SWG had it's own platform. After the CU, it
T> was nothing but EQ with SW characters. Jedi made the game worth playing
T> because there was something to achieve. I only quit because the CU
T> makes it near impossible to become a Jedi. I'm not a
T> 14 year old grinder. I joined SWG in the first place to become a light
T> Jedi. Of all the games out there, it had the most comprehensive
T> experience available. No other game came closer to the Jedi path. If I
T> could have reached Jedi, I would have played another couple of weeks
T> and quit. Instead, I waisted several months. I could not be more
T> disgusted with what the devs have done.
T> Tom
Bye
Dirk Pfeiffer <dirk@dbx501.de> Fri, 19 Aug 2005 08:18:22 +0200
=== Posted with Qusnetsoft NewsReader 2.2.0.8
| |
| Man of Kilrah 2005-08-19, 8:34 pm |
| It's a shame.
A nice franchise are being wasted.
I will wait until Empire At War is released.
Thanks for your replies.
Edna
"Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
news:1124425591@dirk.dbx501.de...
quote:
> Reply to message from "Tom" <moondok@hotmail.com> (Fri, 19 Aug 2005 01:39:
> 34) about "Re: Star Wars Galaxies... Does it worth?":
>
> The current amount is needed to make the broken and crappy FRS working. Of
> course it would've been easier to FIX THE FRS than to increase the number
> of jedi by a gazillion. But then....it would have been easier to fix some
> professions instead of giving us a Combat (CRAP) Upgrade too! Which is now
> at a state that's worse than the game ever was before the CU:
> -Force Cost on special attacks screwed
> -Healings stack
> -Templates with more than 300 skillpoints (though you have only 250!!!)
> -People can instant corpse you, but combat log doesn't show you were hit
> at
> all
> -and.....
> -and.....
> -and.....
>
> T> "Steven Vavra" <stevenksu@hotmail. com> wrote in message news:OA6Ne.
> T> 2786$r54.417@newssvr19.news. prodigy.com...
>
> T> of
> T> not
>
> T> I could not disagree more. SWG had it's own platform. After the CU, it
> T> was nothing but EQ with SW characters. Jedi made the game worth playing
> T> because there was something to achieve. I only quit because the CU
> T> makes it near impossible to become a Jedi. I'm not a
> T> 14 year old grinder. I joined SWG in the first place to become a light
> T> Jedi. Of all the games out there, it had the most comprehensive
> T> experience available. No other game came closer to the Jedi path. If I
> T> could have reached Jedi, I would have played another couple of weeks
> T> and quit. Instead, I waisted several months. I could not be more
> T> disgusted with what the devs have done.
>
> T> Tom
>
>
>
>
>
> Bye
> Dirk Pfeiffer <dirk@dbx501.de> Fri, 19 Aug 2005 08:18:22 +0200
>
> === Posted with Qusnetsoft NewsReader 2.2.0.8
| |
|
|
"Man of Kilrah" <nomail@nomail.com> wrote in message
news:4305bc3e$0$29885$a729d347@news.telepac.pt...
quote:
> It's a shame.
> A nice franchise are being wasted.
>
> I will wait until Empire At War is released.
>
> Thanks for your replies.
>
> Edna
>
>
Frankly, you just happened to ask your question at the wrong time, when a
screw up on a publish had the general population of SWG annoyed and up in
arms. They did however listen to the community and revoke this screw up so
all is good again.
There are a lot of people who disliked the combat upgrade, and a lot like me
who really liked it.
The reasons I did like the CU is as follows:
-Pre Combat upgrade, most grouping was "solo grouping" people would put
togeather a large group then each go their own seperate ways on a planet
doing missions. Completely boring but it was the most viable way to gain a
large amount of experience in a short period of time and massive over buffs
allowed you to kill large amounts of creatures at once. When the combat
upgrade went in, they fixed buffs to be more in line with how they should
be, meaning you could no longer stand infront of 10 NPC's that were
approximatly the same level as yourself and live (afterall if 10 people
decided to bash you IRL would you survive it and over power them? Of course
not, though you might be able to run away, which you can do in SWG as well.
They balanced the professions and the buffs so that once again it was way
more realistic.
-Pre Combat Upgrade, there were no visable CL's and you gained experience
from any creature you killed, just that some creatures had less xp "in them"
then others. For example a nuna (one of the weakest creatures in the game)
might have had only 250 available xp in it. Where as a Rancor (high level
creature) might have had 25,000 xp in it (although you were "capped at
around 10k so the most you could have gotten from killing it was 10k xp,
however an entire group of people killing this same creature would only get
an amount of that 25k xp each, so if you had more then two people in your
group they would get less then the 10k a solo person would get and at this
point in time not a lot faster in killing as a solo hunter with a full
template could kill insanly fast). Post CU they added CL's to creatures, and
updated the mission terminals to give you creatures that matched your own CL
(2 levels lower to 2 levels higher then yourself is the most you can go),
and the experience you gained from each kill was changed to a static amount
based on your CL and the CL of the creature you are killing at the time.
Leaving any creatures so many levels lower then you are giving you no
experience points at all. They also balanced combat so that Soloing it would
obviously take you longer to kill a creature then it'd take an entire group
to kill the same creature. Again this change was realistic *and* it
encouraged grouping again, because grouping each group member got full xp
for the kill no matter how much damage they did or didn't do to the
creature, given that groups can kill much faster then a solo person can, and
gain as much experience per kill as a solo person can this made grouping
with friends a viable way to gain your experience. Making xping with your
friends fun again.
Although this explaination might not be all that clear for someone who has
never played the game.
What I like about SWG over other games?
* It has a social aspect that NO other MMO has, with player housing, player
cities, guild halls, cantina's, entertainer and musician professions it
gives the game a very social community feel that a lot of MMO's lack.
*It has a crafting system that is actually useful, crafters for the most
part craft the best items in the game such as armor and weapons rather then
it dropping from world spawns.
*All professions rely on another profession in one way or another. Tailor's
provide the wide range of clothing available in the game, which every
character would have at least one set of clothes(many have more, after all
we all like to customize our own looks and change it from time to time) for
there character. Armorsmiths provde the armor that a lot of combat
professions require. Weaponsmiths provide the weapons that ALL combat
professions require at one point or another (accept for Jedi, they make
their own light sabers, and Teris Kasi once they reach master as their
unarmed damage is better then the weapons they can use), All combat and
crafters can use Dancers and Musicians and Entertainers for an
"inspiriation" buff which increases their xp gain by 10%, Doctors and Combat
Medics are of course liked in groups because we all like to be healed when
we get hurt, those who like decorating love architechs for the furnishings
they can make for your houses, not to mention houses are needed by most for
storage and also made by architechs, crafters need the help of combat people
so that they can harvest resources from dangerous locations.. so, as I said,
every player at some point in their SWG life time will rely on the crafters,
healers, and other players in the game in some way in order to advance their
playing experience. - ALL Armor, Weapons, Clothing and other items decay
over time (usually due to the death of your character when you clone your
items will take damage)
*Badges: These are a great way of showing the things your character has done
in the game and the places your character has visited. People can /examine
you and see in your character biography what badges you have aquired.
*Space: Space is just fun in my opinion. The setup is easy to understand and
blowing ships out of space is a great way to spend some time if you've had
enough of ground missions for a while 
*Quests and Quest Rewards: There are loads of quests in the game, many that
give nice rewards. Some rewards are decorative - decorations for your house
that you can keep forever, others are things like armor, weapons(which do
decay over time but are nice to have while you have them), buffs, more
badges (to show which quests you have done). These also include theme parks
which are a large series of quests that allow you to advance further in to
the theme park as you do them (like the huge building of Jabba's palace, you
walk in the door, do the quests for the first guy then your allowed to go in
to the next area untill eventually you get to Jabba the Hutt himself) - you
also get rewards as you go along.
*Kash is just plan cool, lots of quests, wookies, tree's, creatures and even
space quests from the space station that lead to new ships as rewards.
*Role Playing - Im in a role playing guild, SWG is the only game I have ever
seen real role playing guilds in that role play a lot. Most other games are
about playing the game itself only, SWG has room for everything and an
environment to cater for it.
*Veteran Rewards - Decorations and other things based on the lenght of time
you have been playing the game for.
My best guess really is to have a good read over the website, take a look at
the screen shots. Read some information about the content thats available in
the game, ask yourself how much you like Star Wars itself and then decided
for yourself if you think the SWG universe is one you could really see
yourself becoming envolved in and enjoying or not .. Or try it and then
decide if you want to keep playing it or not 
Just a warning though, the path to Jedi, if its one you choose to take is a
long, slow hard grind however, its not something you can just kick over in a
short period of time. But a normal combat template, or crafting template or
anything similar doesn't take all that long at all, only a few weeks to
master then you can run around an enjoy the games content. (Crafting to
knock over in a short time does however require the resources to craft your
way through it).
Ishka
| |
| Bugglubb 2005-08-19, 8:34 pm |
| > My best guess really is to have a good read over the website, take a look
quote:
> at
> the screen shots. Read some information about the content thats available
> in
> the game, ask yourself how much you like Star Wars itself and then decided
> for yourself if you think the SWG universe is one you could really see
> yourself becoming envolved in and enjoying or not .. Or try it and then
> decide if you want to keep playing it or not 
> Just a warning though, the path to Jedi, if its one you choose to take is
> a
> long, slow hard grind however, its not something you can just kick over in
> a
> short period of time. But a normal combat template, or crafting template
> or
> anything similar doesn't take all that long at all, only a few weeks to
> master then you can run around an enjoy the games content. (Crafting to
> knock over in a short time does however require the resources to craft
> your
> way through it).
>
> Ishka
>
>
>
Awesome post!
| |
| Reg LeCrisp 2005-08-19, 8:34 pm |
|
"Man of Kilrah" <nomail@nomail.com> wrote in message
news:43033ebb$0$17862$a729d347@news.telepac.pt...
quote:
>
> Hello, I am Edna Kolanco, I am a Star Wars fan and would like to know if
> SWG worth the time and money spent.
If you are a Star Wars movie or book fan and expect the SWG to be anywhere
close Star Wars lore. Stay away, Far Far away. Your money is best spent
elsewhere.
| |
| Reg LeCrisp 2005-08-19, 8:34 pm |
|
"Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:43062e2a$0$8999$afc38c87@news.optusnet.com.au...
quote:
> * It has a social aspect that NO other MMO has, with player housing,
> player
> cities, guild halls, cantina's, entertainer and musician professions it
LOL, Entertainer and Musicans now? Most cantinas are barren these days.
You speak like a true fanboy.
quote:
> *It has a crafting system that is actually useful, crafters for the most
> part craft the best items in the game such as armor and weapons rather
> then
> it dropping from world spawns.
So as a new player with little or no credits this means you will be paying
upwards of several million for the best items this fan boy protests. He
must have forgot to add that wee bit of factual info.
I didn't read the rest of his drivel. Many of which are not even close to
what you will expect in game.
| |
| Bugglubb 2005-08-20, 12:33 am |
|
quote:
> LOL, Entertainer and Musicans now? Most cantinas are barren these days.
> You speak like a true fanboy.
I don't know what server you play on but this is simply not true. I am on
Tempest and Starstrider and there are always plenty of musicans and dancers
around.
quote:
>
>
> So as a new player with little or no credits this means you will be paying
> upwards of several million for the best items this fan boy protests. He
> must have forgot to add that wee bit of factual info.
Once again what item that costs 7 Million credits will a new player possibly
be buying? As a new player you start out with everything you need and you
build up as you go. It is how MMORPGs work (start off with the basics then
build up any way you want).
I am surprised by your attitude and you absence of factual info you talk
about. SWG should be right up your alley as you seem totally lost in space.
| |
| Jason 2005-08-20, 12:33 am |
| What he is referring to is that crafters make better equipment, weapons and
armor, than what you can loot, except for the 1 in a million legendary
drops.
On Wanderhome, there are plenty of cantinas with musicians and dancers
still, just not the one in coronet.
As for cost, except for PVP, who needs top of the line? A decent set of
armor is the major cost now, but you can still get decent starter sets for a
good price. Good to excellent weapons are pretty reasonably priced.
As a new character, you won't need(or for that fact be able to use) the most
advanced or protective armor and weapons.
Just remember that most people that enjoy the game are playing it, not in
the forums or newsgroups writing about it. And that this game is more about
socializing than just running around by yourself.
"Reg LeCrisp" <x@x.x> wrote in message
news:A-Odna34MMlIoZveRVn-uA@comcast.com...
quote:
>
> "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
> news:43062e2a$0$8999$afc38c87@news.optusnet.com.au...
>
>
> LOL, Entertainer and Musicans now? Most cantinas are barren these days.
> You speak like a true fanboy.
>
>
> So as a new player with little or no credits this means you will be paying
> upwards of several million for the best items this fan boy protests. He
> must have forgot to add that wee bit of factual info.
>
> I didn't read the rest of his drivel. Many of which are not even close to
> what you will expect in game.
>
| |
|
|
"Reg LeCrisp" <x@x.x> wrote in message
news:A-Odna34MMlIoZveRVn-uA@comcast.com...
quote:
>
> "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
> news:43062e2a$0$8999$afc38c87@news.optusnet.com.au...
>
>
> LOL, Entertainer and Musicans now? Most cantinas are barren these days.
> You speak like a true fanboy.
>
>
> So as a new player with little or no credits this means you will be paying
> upwards of several million for the best items this fan boy protests. He
> must have forgot to add that wee bit of factual info.
>
> I didn't read the rest of his drivel. Many of which are not even close to
> what you will expect in game.
>
>
Oh yay another player who has quit the game and decided to go around dissing
on those who still play huh? Every game has people like that. If you are
going to try and state numbers in the game however and what professions are
or aren't still used - you may at least want to base it on some sort of
factual evidence first, there are plenty of cantina's around that have
entertainers in them - our player city is one of them. Tatooine is another.
You need to get out of yesterday and realise Correllia is no longer the
captial that it used to be, Tatooine is now. Add to that the fact that there
are actually a LOT of players (myself included) who stop and help out newbie
players to the game, with starting credits, a few pieces of equipment and so
on. It's called being nice, plenty of people in the game do know how to be
nice or at least they are on Valcyn.
And yes I am a fan of both Star Wars and Star Wars Galaxies. I dunno why
people think calling someone a fan is an attempted insult I'm rather proud
of it myself. The game is fun, why wouldn't I enjoy it? ;)
Btw QUIT calling me a "boy" tho because I most certainly am not male ;). I
can't even think of a single male name that "Kas" is short for, but off the
top of my head i can think of at least 4 or 5 female ones, i dont get why
everyone automatically assumes someone is male all the time?
| |
|
| >i dont get why
quote:
> everyone automatically assumes someone is male all the time?
It's a guy thing. Sorry, couldn't resist.
| |
| Rich G. 2005-08-21, 12:33 am |
| Bugglubb wrote:
quote:
> I am surprised by your attitude and you absence of factual info you talk
> about. SWG should be right up your alley as you seem totally lost in space.
>
>
Well... if he had the expansion.
--
Rich G.
http://www.simplerich.com/blog
| |
| Man of Kilrah 2005-08-22, 8:40 pm |
| Hello Kas,
Thank you very much for your replies. Those was very very enlightening.
I will do what you said and try it. After your post I see it at least work a
glance.
Kind regards,
Edna
"Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:43076f28$0$12027$afc38c87@news.optusnet.com.au...
quote:
>
> "Reg LeCrisp" <x@x.x> wrote in message
> news:A-Odna34MMlIoZveRVn-uA@comcast.com...
>
> Oh yay another player who has quit the game and decided to go around
> dissing
> on those who still play huh? Every game has people like that. If you are
> going to try and state numbers in the game however and what professions
> are
> or aren't still used - you may at least want to base it on some sort of
> factual evidence first, there are plenty of cantina's around that have
> entertainers in them - our player city is one of them. Tatooine is
> another.
> You need to get out of yesterday and realise Correllia is no longer the
> captial that it used to be, Tatooine is now. Add to that the fact that
> there
> are actually a LOT of players (myself included) who stop and help out
> newbie
> players to the game, with starting credits, a few pieces of equipment and
> so
> on. It's called being nice, plenty of people in the game do know how to be
> nice or at least they are on Valcyn.
>
> And yes I am a fan of both Star Wars and Star Wars Galaxies. I dunno why
> people think calling someone a fan is an attempted insult I'm rather proud
> of it myself. The game is fun, why wouldn't I enjoy it? ;)
>
> Btw QUIT calling me a "boy" tho because I most certainly am not male ;). I
> can't even think of a single male name that "Kas" is short for, but off
> the
> top of my head i can think of at least 4 or 5 female ones, i dont get why
> everyone automatically assumes someone is male all the time?
>
>
| |
| Skinner1@hotmail.com 2005-08-24, 8:37 pm |
| On Thu, 18 Aug 2005 20:55:10 GMT, "Steven Vavra"
<stevenksu@hotmail.com> wrote:
quote:
>It's not the CU that ruined it. The CU actually brought some semblance of
>balance between the professions. I'll flat out tell you what ruined SWG.
>
>The introduction of player character Jedi, and the subsequent buffing up of
>that profession until it overshadowed every other profession. Had that not
>happened, had Jedi been left only to NPC's, the game would have progressed
>even further than the stale game it is now. But God knows SoE had to milk
>their Jedi cash cow, even if it alienated every OTHER player in the game.
>
>
Please explain something to me. If y ou have absolute balance between
the professions..... then why have more than one profession at all?
| |
| Skinner1@hotmail.com 2005-08-24, 8:37 pm |
| On Sat, 20 Aug 2005 05:08:22 +1000, "Kas"
<nykara[NOSPAM]@optusnet.com.au> wrote:
quote:
>
>"Man of Kilrah" <nomail@nomail.com> wrote in message
>news:4305bc3e$0$29885$a729d347@news.telepac.pt...
>
>
>Frankly, you just happened to ask your question at the wrong time, when a
>screw up on a publish had the general population of SWG annoyed and up in
>arms. They did however listen to the community and revoke this screw up so
>all is good again.
>
>There are a lot of people who disliked the combat upgrade, and a lot like me
>who really liked it.
>The reasons I did like the CU is as follows:
>-Pre Combat upgrade, most grouping was "solo grouping" people would put
>togeather a large group then each go their own seperate ways on a planet
>doing missions. Completely boring but it was the most viable way to gain a
>large amount of experience in a short period of time and massive over buffs
>allowed you to kill large amounts of creatures at once. When the combat
>upgrade went in, they fixed buffs to be more in line with how they should
>be, meaning you could no longer stand infront of 10 NPC's that were
>approximatly the same level as yourself and live (afterall if 10 people
>decided to bash you IRL would you survive it and over power them?
Isn't that what happened in the SW movies?? I would think that's what
most people wanted to play SWG for.... to imulate the movie.
quote:
>Of course
>not, though you might be able to run away, which you can do in SWG as well.
>They balanced the professions and the buffs so that once again it was way
>more realistic.
OK Again I have to ask.... If you attain the goal of absolutly
balances professions.... then why bother having more than one
profession at all? I mean.... they are all going to be equally
effective? If you offer each profession individual challenges then
aren't you segregating the population my skills again?
Cripes....... I started replying withgout knowing that you drone on
and on and on forever.... Well, at least 5 more turns of the mouse
wheel..... screw that. I had all the fanboy stuff while I was in-game
that i could ever want!
quote:
>-Pre Combat Upgrade, there were no visable CL's and you gained experience
>from any creature you killed, just that some creatures had less xp "in them"
>then others. For example a nuna (one of the weakest creatures in the game)
>might have had only 250 available xp in it. Where as a Rancor (high level
>creature) might have had 25,000 xp in it (although you were "capped at
>around 10k so the most you could have gotten from killing it was 10k xp,
>however an entire group of people killing this same creature would only get
>an amount of that 25k xp each, so if you had more then two people in your
>group they would get less then the 10k a solo person would get and at this
>point in time not a lot faster in killing as a solo hunter with a full
>template could kill insanly fast). Post CU they added CL's to creatures, and
>updated the mission terminals to give you creatures that matched your own CL
>(2 levels lower to 2 levels higher then yourself is the most you can go),
>and the experience you gained from each kill was changed to a static amount
>based on your CL and the CL of the creature you are killing at the time.
>Leaving any creatures so many levels lower then you are giving you no
>experience points at all. They also balanced combat so that Soloing it would
>obviously take you longer to kill a creature then it'd take an entire group
>to kill the same creature. Again this change was realistic *and* it
>encouraged grouping again, because grouping each group member got full xp
>for the kill no matter how much damage they did or didn't do to the
>creature, given that groups can kill much faster then a solo person can, and
>gain as much experience per kill as a solo person can this made grouping
>with friends a viable way to gain your experience. Making xping with your
>friends fun again.
>
>Although this explaination might not be all that clear for someone who has
>never played the game.
>
>What I like about SWG over other games?
>* It has a social aspect that NO other MMO has, with player housing, player
>cities, guild halls, cantina's, entertainer and musician professions it
>gives the game a very social community feel that a lot of MMO's lack.
>*It has a crafting system that is actually useful, crafters for the most
>part craft the best items in the game such as armor and weapons rather then
>it dropping from world spawns.
>*All professions rely on another profession in one way or another. Tailor's
>provide the wide range of clothing available in the game, which every
>character would have at least one set of clothes(many have more, after all
>we all like to customize our own looks and change it from time to time) for
>there character. Armorsmiths provde the armor that a lot of combat
>professions require. Weaponsmiths provide the weapons that ALL combat
>professions require at one point or another (accept for Jedi, they make
>their own light sabers, and Teris Kasi once they reach master as their
>unarmed damage is better then the weapons they can use), All combat and
>crafters can use Dancers and Musicians and Entertainers for an
>"inspiriation" buff which increases their xp gain by 10%, Doctors and Combat
>Medics are of course liked in groups because we all like to be healed when
>we get hurt, those who like decorating love architechs for the furnishings
>they can make for your houses, not to mention houses are needed by most for
>storage and also made by architechs, crafters need the help of combat people
>so that they can harvest resources from dangerous locations.. so, as I said,
>every player at some point in their SWG life time will rely on the crafters,
>healers, and other players in the game in some way in order to advance their
>playing experience. - ALL Armor, Weapons, Clothing and other items decay
>over time (usually due to the death of your character when you clone your
>items will take damage)
>*Badges: These are a great way of showing the things your character has done
>in the game and the places your character has visited. People can /examine
>you and see in your character biography what badges you have aquired.
>*Space: Space is just fun in my opinion. The setup is easy to understand and
>blowing ships out of space is a great way to spend some time if you've had
>enough of ground missions for a while 
>*Quests and Quest Rewards: There are loads of quests in the game, many that
>give nice rewards. Some rewards are decorative - decorations for your house
>that you can keep forever, others are things like armor, weapons(which do
>decay over time but are nice to have while you have them), buffs, more
>badges (to show which quests you have done). These also include theme parks
>which are a large series of quests that allow you to advance further in to
>the theme park as you do them (like the huge building of Jabba's palace, you
>walk in the door, do the quests for the first guy then your allowed to go in
>to the next area untill eventually you get to Jabba the Hutt himself) - you
>also get rewards as you go along.
>*Kash is just plan cool, lots of quests, wookies, tree's, creatures and even
>space quests from the space station that lead to new ships as rewards.
>*Role Playing - Im in a role playing guild, SWG is the only game I have ever
>seen real role playing guilds in that role play a lot. Most other games are
>about playing the game itself only, SWG has room for everything and an
>environment to cater for it.
>*Veteran Rewards - Decorations and other things based on the lenght of time
>you have been playing the game for.
>
>My best guess really is to have a good read over the website, take a look at
>the screen shots. Read some information about the content thats available in
>the game, ask yourself how much you like Star Wars itself and then decided
>for yourself if you think the SWG universe is one you could really see
>yourself becoming envolved in and enjoying or not .. Or try it and then
>decide if you want to keep playing it or not 
>Just a warning though, the path to Jedi, if its one you choose to take is a
>long, slow hard grind however, its not something you can just kick over in a
>short period of time. But a normal combat template, or crafting template or
>anything similar doesn't take all that long at all, only a few weeks to
>master then you can run around an enjoy the games content. (Crafting to
>knock over in a short time does however require the resources to craft your
>way through it).
>
>Ishka
>
>
| |
| Skinner1@hotmail.com 2005-08-24, 8:37 pm |
| On Fri, 19 Aug 2005 17:29:27 -0400, "Jason" <ae2wolfman@bellsouth.net>
wrote:
quote:
>What he is referring to is that crafters make better equipment, weapons and
>armor, than what you can loot, except for the 1 in a million legendary
>drops.
>
>On Wanderhome, there are plenty of cantinas with musicians and dancers
>still, just not the one in coronet.
>
>As for cost, except for PVP, who needs top of the line? A decent set of
>armor is the major cost now, but you can still get decent starter sets for a
>good price. Good to excellent weapons are pretty reasonably priced.
>
When I cancelled my accounts I have over 75 million credits from
farming resources. It was more like a job than anything. The player
economy was amuck with too many credits and too little to spend them
on. Dupeing was rampant and there were numerous duplication schemes
reportedly caught. Two of the members of my guild were suspended for
it.
However, I did like the crafting system. You could actually make
enough to live off of in the earlier days. I LOVED the idea of a
player world where everything beyond the initial stuff you were given
was player produced. What a concept!!!
quote:
>As a new character, you won't need(or for that fact be able to use) the most
>advanced or protective armor and weapons.
>
>Just remember that most people that enjoy the game are playing it, not in
>the forums or newsgroups writing about it. And that this game is more about
>socializing than just running around by yourself.
>
>"Reg LeCrisp" <x@x.x> wrote in message
>news:A-Odna34MMlIoZveRVn-uA@comcast.com...
>
| |
| Skinner1@hotmail.com 2005-08-24, 8:37 pm |
| On Sat, 20 Aug 2005 22:38:59 -0500, "Rich G." <simplerich@gmail.com>
wrote:
quote:
>Bugglubb wrote:
>
>
>
>Well... if he had the expansion.
Oh Excellent! 
| |
| Psyberowl 2005-08-24, 8:37 pm |
| >>Frankly, you just happened to ask your question at the wrong time, when a
quote:
>
> Isn't that what happened in the SW movies?? I would think that's what
> most people wanted to play SWG for.... to imulate the movie.
Stylistically, Star Wars was a rather pulpy movie. It is still quite
possible to live that small band of heroes defeats a much larger horde of
Mooks, you just have to be more selective. With the obvious use of levels
now, it's easy to see what you can mow through, and what's going to use you
for a toothpick. I'm not saying that it's as satisfying for those that used
to mow through Level 125 Janta Missions to have to go to an opposite faction
aligned town & mow through Level 25 NPCs, but you can still get your kicks
if solo mass slaughter is your preference.
While the money & crystals were nice, that never appealed to me... unless
you were talking about meatlumps...loved killing meatlumps.
And now they've added a quest to learn about the meatlumps.
Fun quest so far, and funny. Dearly hope there's a part 2.
Thanks
The Bar-erras Clan
Lowca Galaxy
| |
| Tom Carman 2005-08-24, 8:37 pm |
| "Man of Kilrah" <nomail@nomail.com> wrote in message
news:430a0982$0$23369$a729d347@news.telepac.pt...
quote:
> Hello Kas,
>
> Thank you very much for your replies. Those was very very enlightening.
> I will do what you said and try it. After your post I see it at least work
a
quote:
> glance.
With all that gushing about how "wonderful" the CU changes are, particularly
level-based mobs, the fan-bois did NOT mention some key points.
1) The main faults with preCU SWG - excessive buffs, overly-effective armor,
overpowered Damage Over Time attacks - could have been fixed without the
massive and gratuitous changes that came with them.
2) The change to level-based mobs (turning SWG into "EQ in Space") resulted
in the mass slaughter of Dancers and Musicians and Crafters. If you are not
a combat character, a HIGH level combat character, then you're road kill to
absolutely everthing.
3) Level-based mobs also made vehicles extremely vulnerable to attack,
resulting in many one-shot kills. Formerly-useful pets, droids and mounts
were similarly nerfed. So noncombat players can't fight, can't defend
themselves, and can't run either.
4) Becoming a high level combat character became a necessity, not just for
bare survival but also getting into any of the game's Star Wars content. At
the same time, the skill-point cost of the upper combat professions was
increased. This resulted in the near-elimination of hybrid characters who
combined combat with crafting or entertainment professions.
5) Entertainers used to have a place in the game economy as healers, in
addition to purely social functions. With the coming of the CU, there were
no longer Mind wounds to be healed, and then the devs took away the healing
of Battle Fatigue. Entertainers are now an almost purely social profession
(the inspiration buffs are a pathetic sop), with almost no economic utility
and consequently almost no income.
6) If you get wounded, you better enjoy sitting around in Med centers.
Medics can't heal you anymore, only Doctors. And since the devs, in their
"wisdom", decided that medical XP can ONLY be obtained in combat, you wont
see many Doctors in the hospitals. There is nothing there for them but
role-playing: no XP for wound healing and players rarely pay for heals.
| |
| Reg LeCrisp 2005-08-24, 8:37 pm |
|
<Skinner1@hotmail.com> wrote in message
news:58iog1hi5vbp9gbsiep3qh230g11boldo3@4ax.com...
----- Original Message -----
From: <Skinner1@hotmail.com>
Newsgroups: alt.games.starwarsgalaxies
Sent: Wednesday, August 24, 2005 5:20 AM
Subject: Re: Star Wars Galaxies... Does it worth?
quote:
> OK Again I have to ask.... If you attain the goal of absolutly
> balances professions.... then why bother having more than one
> profession at all? I mean.... they are all going to be equally
> effective? If you offer each profession individual challenges then
> aren't you segregating the population my skills again?
Oh yes, but you can also have ONE ALPHA profession and have most everyone
flock to that.
| |
| Reg LeCrisp 2005-08-24, 8:37 pm |
|
<Skinner1@hotmail.com> wrote in message
news:c0iog1lb898le5oincnc6k3vgi36edtbpb@4ax.com...
quote:
> On Thu, 18 Aug 2005 20:55:10 GMT, "Steven Vavra"
> <stevenksu@hotmail.com> wrote:
>
>
> Please explain something to me. If y ou have absolute balance between
> the professions..... then why have more than one profession at all?
Please explain something to me. If you have ONE ALPHA profession..then why
have more then one profession at all?
| |
|
|
"Tom Carman" <Tom(underscore)Carman at compuserve dot com> wrote in message
news:dehsc001h6r@news4.newsguy.com...
quote:
> "Man of Kilrah" <nomail@nomail.com> wrote in message
> news:430a0982$0$23369$a729d347@news.telepac.pt...
work[vbcol=seagreen]
> a
>
> With all that gushing about how "wonderful" the CU changes are,
particularly
quote:
> level-based mobs, the fan-bois did NOT mention some key points.
>
> 1) The main faults with preCU SWG - excessive buffs, overly-effective
armor,
quote:
> overpowered Damage Over Time attacks - could have been fixed without the
> massive and gratuitous changes that came with them.
> 2) The change to level-based mobs (turning SWG into "EQ in Space")
resulted
quote:
> in the mass slaughter of Dancers and Musicians and Crafters. If you are
not
quote:
> a combat character, a HIGH level combat character, then you're road kill
to
quote:
> absolutely everthing.
Anyone in a guild is crazy if they have issues with this.. we have like 10
combat people who jump and go out and help our crafters they minute they
need assistance. There are plenty of crafters who can survive no problems
crafting.
I have a CL 1 crafter myself - stationed on Naboo just outside of a player
city, never had issues yet getting to my harvies or factories (CL of mobs on
naboo aren't high enough to do any serious damage can ride past them before
they even incap me)
I don't know what server you play on but ours has plenty of crafters,
entertainers and the like still around. Try checking out Tatooine or active
player cities.
quote:
> 3) Level-based mobs also made vehicles extremely vulnerable to attack,
> resulting in many one-shot kills. Formerly-useful pets, droids and mounts
> were similarly nerfed. So noncombat players can't fight, can't defend
> themselves, and can't run either.
Mounts were never ment to be combat based - they are still helpful for
newbie players up to CL 10 as they were intended to be.
Creature handler pets have been fixed up and are good. Had a CH out hunting
Krayts with us on friday night.. I'd almost say his pet was tanking better
then I was (TKM/M Doc)
Droids are still bugged.. but thats just it they are bugged - not working as
intended and will be fixed.
Vehicles only go boom against NPC's that use AOE attacks. When riding past
most creatures there's no problems as they dont tend to use AOE's. Also when
riding its -not- that hard to stay away from red dots on your radar.
quote:
> 4) Becoming a high level combat character became a necessity, not just for
> bare survival but also getting into any of the game's Star Wars content.
At
quote:
> the same time, the skill-point cost of the upper combat professions was
> increased. This resulted in the near-elimination of hybrid characters who
> combined combat with crafting or entertainment professions.
Just so not true, i know plenty of non-combat players. Entertainers were
nerfed because of the removal of BF (and i still think this wasn't such a
great idea) but on test at the moment they are testing new ent buffs
quote:
> 5) Entertainers used to have a place in the game economy as healers, in
> addition to purely social functions. With the coming of the CU, there were
> no longer Mind wounds to be healed, and then the devs took away the
healing
quote:
> of Battle Fatigue. Entertainers are now an almost purely social profession
> (the inspiration buffs are a pathetic sop), with almost no economic
utility
quote:
> and consequently almost no income.
The CU didn't remove battle fatigue that came later - dont confuse the 2 and
blame the CU for BF removal. Besides for Jedi that insp buff that lasts 3
hours and increases what is already bad xp is a good thing and most like
obtaining it before going out and fighting.
quote:
> 6) If you get wounded, you better enjoy sitting around in Med centers.
> Medics can't heal you anymore, only Doctors. And since the devs, in their
> "wisdom", decided that medical XP can ONLY be obtained in combat, you wont
> see many Doctors in the hospitals. There is nothing there for them but
> role-playing: no XP for wound healing and players rarely pay for heals.
Then don't sit around med centers - go out and find a doctor around the more
popular cities there is usually one hanging around and its not like you need
a med center to heal those wounds any more since they can be
healed -anywhere-. I stop and heal peoples wounds all the time, even to the
point now where some come over to the city they know I hunt in most
specifically to ask for some wound healing. Plenty of us Docs around more
then willing to do this.
| |
|
|
<Skinner1@hotmail.com> wrote in message
news:c0iog1lb898le5oincnc6k3vgi36edtbpb@4ax.com...
quote:
> On Thu, 18 Aug 2005 20:55:10 GMT, "Steven Vavra"
> <stevenksu@hotmail.com> wrote:
>
of[vbcol=seagreen]
of[vbcol=seagreen]
not[vbcol=seagreen]
progressed[vbcol=seagreen]
milk[vbcol=seagreen]
>
> Please explain something to me. If y ou have absolute balance between
> the professions..... then why have more than one profession at all?
>
>
Umm maybe because different people have different playing styles? Like my
friend who enjoys running around holding on to guns while i prefer unarmed
combat?
| |
| Tom Carman 2005-08-25, 8:35 pm |
| "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:430db93e$0$19585$afc38c87@news.optusnet.com.au...
quote:
>
> "Tom Carman" <Tom(underscore)Carman at compuserve dot com> wrote in
message
quote:
> news:dehsc001h6r@news4.newsguy.com...
> resulted
> not
> to
>
> Anyone in a guild is crazy if they have issues with this.. we have like 10
> combat people who jump and go out and help our crafters they minute they
> need assistance. There are plenty of crafters who can survive no problems
> crafting.
My point is that they were needlessly harmed by a poorly-conceived and
badly-implemented change to the combat system, and the devs completely
failed to think thru the consequences. Oh and news-flash: not everyone is in
a guild, or wants to be.
The devs made huge changes, only taking combatants into account. Frankly
they were only taking high level combatants into account, as the low levels
were hurt as well. They kept justifying their actions as necessary to rein
in the top combatants and ignoring that, thanks to the level system, mobs
balanced for the top 1% would maul anyone lower. Level-based mobs was a BAD
change. Oh, the reason vehicles keep going boom is because they are now CL1,
and get hammered by the level-based damage multiplier. I could *never*
depend on radar to avoid the reds, because the game is too laggy even with
1.5G RAM.
quote:
for[vbcol=seagreen]
was[vbcol=seagreen]
who[vbcol=seagreen]
>
> Just so not true, i know plenty of non-combat players. Entertainers were
> nerfed because of the removal of BF (and i still think this wasn't such a
> great idea) but on test at the moment they are testing new ent buffs
My point is that they were seriously diminished by the need for a high CL.
In over a year of playing, I never went higher than Novice Pistoleer; I only
went that high to get some good AP1 pistols. Before the CU, tier-3 or tier-4
Marksman was perfectly adequate for life and casual hunting on the inner
worlds. That left plenty of skill points for other interests, like Master
Artisan, Novice Musician and Merchant, xxx4 Medic and varying levels of
Scout. Post-CU, that's a recipe for roadkill everywhere. Now, you have to
sink the bulk of your points into combat to enjoy any Star Wars game
content.
quote:
were[vbcol=seagreen]
>
> The CU didn't remove battle fatigue that came later - dont confuse the 2
and
quote:
> blame the CU for BF removal. Besides for Jedi that insp buff that lasts 3
> hours and increases what is already bad xp is a good thing and most like
> obtaining it before going out and fighting.
I didn't confuse them, I noted the sequence. But I do also blame the CU for
the removal of healing for BF. (BF is actually still there; it just
auto-heals when you zone or log, and entertainers can't heal it.) The combat
changes drastically reduced the rate of BF. Low CLs especially got incapped
by the damage multiplier before they could get much BF from the battle.
Combine that with the line-of-sight bugs that made it often impossible to
/listen or /watch an entertainer, and the devs took the cheap and lazy
copout of dumping BF.
quote:
their[vbcol=seagreen]
wont[vbcol=seagreen]
>
> Then don't sit around med centers - go out and find a doctor around the
more
quote:
> popular cities there is usually one hanging around and its not like you
need
quote:
> a med center to heal those wounds any more since they can be
> healed -anywhere-. I stop and heal peoples wounds all the time, even to
the
quote:
> point now where some come over to the city they know I hunt in most
> specifically to ask for some wound healing. Plenty of us Docs around more
> then willing to do this.
People sit in Med centers because they want their wounds healed by being
there; doctors are not nearly as common as you claim. I know, I was one. My
point is that the devs robbed the doctors of XP for healing wounds. You have
to be in combat to get any XP, and a doc in combat is healing
life-threatening damage, not wounds. It is REASONABLE for players to expect
to find doctors in hospitals to heal them. The devs screwed up on this.
Don't bother bringing up tumbling in the past, because it really doesn't
apply anymore.
| |
|
| "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:430db93e$0$19585$afc38c87@news.optusnet.com.au...
quote:
>
> "Tom Carman" <Tom(underscore)Carman at compuserve dot com> wrote in
message
quote:
> news:dehsc001h6r@news4.newsguy.com...
enlightening.[vbcol=seagreen]
> work
> particularly
> armor,
> resulted
> not
> to
>
> Anyone in a guild is crazy if they have issues with this.. we have like 10
> combat people who jump and go out and help our crafters they minute they
> need assistance. There are plenty of crafters who can survive no problems
> crafting.
> I have a CL 1 crafter myself - stationed on Naboo just outside of a player
> city, never had issues yet getting to my harvies or factories (CL of mobs
on
quote:
> naboo aren't high enough to do any serious damage can ride past them
before
quote:
> they even incap me)
> I don't know what server you play on but ours has plenty of crafters,
> entertainers and the like still around. Try checking out Tatooine or
active
quote:
> player cities.
I couldn't disagree more. As a crafter, I would die in 5 to 10 seconds.
There's no way my guild mates could get to me in time. In the more dangerous
areas, it's hard to get around the red dots. I even expanded my
topographical map/radar, so I wouldn't get caught off guard. Any time I
would get too close, some npc would knock me off my bike. Then it was time
to head for a cloning factory. Just after the CU, I tried almost every
combat profession. With TKM, BH, Rifleman, or CM it took up to 10 hits to
take down an npc that used to take one hit. I'm not talking STs. I'm talking
those little weak desert swoopers. That is ridiculous. Until I can take down
any NPC besides a krayt, I will not be returning. It's not worth the hassle.
Tom
| |
| Reg LeCrisp 2005-08-25, 8:35 pm |
|
"Tom" <moondok@hotmail.com> wrote in message
news:7aoPe.1503$tB5.193@okepread06...
quote:
>
> I couldn't disagree more. As a crafter, I would die in 5 to 10 seconds.
Yep when there is a level difference, your damage taken is multiplied, hehe.
Kas sounds more and more like a SOE employee.
| |
| Skinner1@hotmail.com 2005-08-26, 12:33 am |
| On Thu, 25 Aug 2005 22:31:06 +1000, "Kas"
<nykara[NOSPAM]@optusnet.com.au> wrote:
quote:
>
><Skinner1@hotmail.com> wrote in message
>news:c0iog1lb898le5oincnc6k3vgi36edtbpb@4ax.com...
>of
>of
>not
>progressed
>milk
>
>Umm maybe because different people have different playing styles? Like my
>friend who enjoys running around holding on to guns while i prefer unarmed
>combat?
>
Yes..... but if both characters are so balanced that they kill the
same beast at the same time..... then what does it matter how they
killed it?? Hands become guns become swords becoime magic...
There MUST be contrast. Contrast gives life definition!
| |
| Psyberowl 2005-08-26, 8:36 pm |
|
quote:
> were
> and
>
> I didn't confuse them, I noted the sequence. But I do also blame the CU
> for
> the removal of healing for BF. (BF is actually still there; it just
> auto-heals when you zone or log, and entertainers can't heal it.) The
> combat
> changes drastically reduced the rate of BF. Low CLs especially got
> incapped
> by the damage multiplier before they could get much BF from the battle.
> Combine that with the line-of-sight bugs that made it often impossible to
> /listen or /watch an entertainer, and the devs took the cheap and lazy
> copout of dumping BF.
And even though it's also caused a vast exodus from the Entertaining
professions, it's maybe one of the best things to happen to Entertainers.
The new changes with BF removal and the addition of props has removed any
reason for the evil Buff Bots to continue to proliferate and exist.
Granted, most of the Cantinas I've been in lately have been barren, but I
much prefer that to the Holo-grind induced AFK/Spam fests that used to be
the norm. The people who are entertainers now are those people that are
doing it because the like doing it or want to do it. Not those that want to
get rich while sleeping/working/eating/playing another character.
The news that the new Non-combat Buffs that are coming out are supposed to
not be able to be applied AFK makes it even better for those of us that
continued to play Entertainers.
quote:
>
> their
> wont
> more
> need
> the
>
> People sit in Med centers because they want their wounds healed by being
> there; doctors are not nearly as common as you claim. I know, I was one.
> My
> point is that the devs robbed the doctors of XP for healing wounds. You
> have
> to be in combat to get any XP, and a doc in combat is healing
> life-threatening damage, not wounds. It is REASONABLE for players to
> expect
> to find doctors in hospitals to heal them. The devs screwed up on this.
> Don't bother bringing up tumbling in the past, because it really doesn't
> apply anymore.
>
I think that your 'now and then' comparison may be a bit off... True, when
I started playing in September 2003, Medical centers were bustling centers
of healing. Medics, Doctors and the occasional Combat Medic would be found
fairly easily. Someone coming into the Med Center with wounds was pounced
on by every person in the facility that saw them in time. I certainly
earned a lot of Medical XP that way. However, and here your argument starts
to border on being a strawman.... Tips were...spotty...even then. If one
looks into 2004 with the advent of the Holo Grind, one can see a quantum
shift in Medical Centers and Doctors. The Holo-grind has turned Medical
Centers into grinding facilities/cash cows and Starports into Medical
Centers. I'm not going to say that tumbling and grinding Medical XP with
Tumblers was the only thing going on in Med Centers, you'd sometimes see
someone "on duty" to heal people, But a distressing number of the medics in
a Med Center weren't there to heal wounds, only self-inflicted damage. As
2004 progressed and passed into 2005, I'd dare say that such practices far
exceeded the number of doctors or medics that practiced in a Med Center.
Doctors could mostly be found in the Starports or in their cities or in the
field. Quite a few people had TK Meditation 4 just so they wouldn't have to
worry about finding a doctor. If they knew a doctor in their guild, or
city, or a neighboring city, chances are, they had that doctor on their
friends list and visited them regularly. For the 6 months before the CU, it
was quite honestly, difficult to find a Doc to heal your wounds unless you
went looking for them. Tips were virtually Non-existent, though I made it a
policy to tip anyone that healed me.
The difference in the CU is that Medical Centers no longer have a Game
Mechanics Purpose for Doctors to hang out there. Granted, I don't like that
Medics can't heal wounds. But Doctors function now (if they're masters or
as mastered as they want to be) just like they did Pre-CU. Finding a doctor
is the same process as it was just prior to the CU. The problem is that a
lot of doctors have left the profession. Crafting Docs who could have
healed very well before the CU if they were inclined, mostly left Doc for
Bio-Engineer. Full Service Docs may have gone some BE as well. Others just
left out of frustration at the way things worked at the beginning of the CU.
One may wail "What hath god [the Devs] wrought?!" with regards to the
Medical Profession and Wound Healing. But we brought it partially on
ourselves. And I'm as guilty as everyone else... Yes, I'll admit it... I
used a tumbler once, though I much preferred Drive-by-Heals with a Droid and
Wound Packs at the bazaar or the Cantina.
Thanks
The Bar-erras Clan
Lowca Galaxy
| |
|
|
"Tom" <moondok@hotmail.com> wrote in message
news:7aoPe.1503$tB5.193@okepread06...
quote:
> "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
> news:430db93e$0$19585$afc38c87@news.optusnet.com.au...
> message
> enlightening.
least[vbcol=seagreen]
the[vbcol=seagreen]
are[vbcol=seagreen]
kill[vbcol=seagreen]
10[vbcol=seagreen]
problems[vbcol=seagreen]
player[vbcol=seagreen]
mobs[vbcol=seagreen]
> on
> before
> active
>
> I couldn't disagree more. As a crafter, I would die in 5 to 10 seconds.
> There's no way my guild mates could get to me in time. In the more
dangerous
quote:
> areas, it's hard to get around the red dots. I even expanded my
> topographical map/radar, so I wouldn't get caught off guard. Any time I
> would get too close, some npc would knock me off my bike. Then it was time
> to head for a cloning factory. Just after the CU, I tried almost every
> combat profession. With TKM, BH, Rifleman, or CM it took up to 10 hits to
> take down an npc that used to take one hit. I'm not talking STs. I'm
talking
quote:
> those little weak desert swoopers. That is ridiculous. Until I can take
down
quote:
> any NPC besides a krayt, I will not be returning. It's not worth the
hassle.
quote:
>
> Tom
Its no harder or easier to walk around higher level planets now then it used
to be pre-CU. Pre-CU things would still attack and kill you. The only
difference is they do it slightly quicker then they used to do it as such no
need to drag out the inevitable, to say it WASN'T difficult to walk around
as a pure crafter pre-cu is crazy because it was just as hard then as it is
now the CU didn't change that at all. I found ways pre-cu to get around
creatures that would agro me because I had no choice, post-cu same deal. The
same things that used to incap my crafter before the CU still incap my
character now post CU if i get too close to them. People just like blaming
the CU for everything.. how quickly they forget...
| |
|
|
<Skinner1@hotmail.com> wrote in message
news:d30tg1d05igum9fpaqmte63vpohjk93pic@4ax.com...
quote:
> On Thu, 25 Aug 2005 22:31:06 +1000, "Kas"
> <nykara[NOSPAM]@optusnet.com.au> wrote:
>
semblance[vbcol=seagreen]
SWG.[vbcol=seagreen]
up[vbcol=seagreen]
that[vbcol=seagreen]
game.[vbcol=seagreen]
unarmed[vbcol=seagreen]
>
> Yes..... but if both characters are so balanced that they kill the
> same beast at the same time..... then what does it matter how they
> killed it?? Hands become guns become swords becoime magic...
>
> There MUST be contrast. Contrast gives life definition!
>
>
There are differences in what each profession does - but the fact remains
when they go head to head one can survive or die just as easily as the
other. That doesn't make them unbalanced, just different, your arguments
make no sense.
For example:
TKM's are designed for survivability in close combat but aren't so great at
dealing damage - which doesn't matter because in the face of a creature they
can live long enough to kill it.
Carbineer is designed to do large amounts of damage, but also take a fair
amount of damage when being hit - again doesnt matter because in face of a
creature the large amounts of damage they can do allows the creature to die
before the Carbineer does.
TKM + Carbineer face to face... TKM takes less damage from the Carbineer
when faced with his/her weapon because thats how TKM's are designed, to take
less damage. Again the TKM also does less damage there for the Carbineer,
who while they can't take a lot of hits and damage well isn't being damaged
that much by the lower DPS TKM esp if they are wearing the armor that they
can wear that TKM's can't wear - Balanced, but different.
| |
|
| "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:430f294e$0$4749$afc38c87@news.optusnet.com.au...
quote:
>
> "Tom" <moondok@hotmail.com> wrote in message
> news:7aoPe.1503$tB5.193@okepread06...
> least
overly-effective[vbcol=seagreen]
> the
> are
> kill
like[vbcol=seagreen]
> 10
they[vbcol=seagreen]
> problems
> player
> mobs
> dangerous
time[vbcol=seagreen]
to[vbcol=seagreen]
> talking
> down
> hassle.
>
>
> Its no harder or easier to walk around higher level planets now then it
used
quote:
> to be pre-CU. Pre-CU things would still attack and kill you. The only
> difference is they do it slightly quicker then they used to do it as such
no
quote:
> need to drag out the inevitable, to say it WASN'T difficult to walk around
> as a pure crafter pre-cu is crazy because it was just as hard then as it
is
quote:
> now the CU didn't change that at all. I found ways pre-cu to get around
> creatures that would agro me because I had no choice, post-cu same deal.
The
quote:
> same things that used to incap my crafter before the CU still incap my
> character now post CU if i get too close to them. People just like blaming
> the CU for everything.. how quickly they forget...
>
>
They only time I was killed pre-CU was if I squared off with a stormtrooper.
Otherwise, I could avoid death. The biggest problem with the CU was that I
couldn't handle 2 desert demons as a TKM. That's pathetic. The CU destroyed
the game. Now that yet another update/roll-back has occured, maybe things
will get better.
| |
| Tom Carman 2005-08-26, 8:37 pm |
| On Fri, 26 Aug 2005 08:46:17 -0400, "Psyberowl" <owl@dmv.com> wrote:
quote:
>
>I think that your 'now and then' comparison may be a bit off... True, when
>I started playing in September 2003, Medical centers were bustling centers
>of healing. Medics, Doctors and the occasional Combat Medic would be found
>fairly easily. Someone coming into the Med Center with wounds was pounced
>on by every person in the facility that saw them in time. I certainly
>earned a lot of Medical XP that way. However, and here your argument starts
>to border on being a strawman.... Tips were...spotty...even then. If one
>looks into 2004 with the advent of the Holo Grind, one can see a quantum
>shift in Medical Centers and Doctors. The Holo-grind has turned Medical
>Centers into grinding facilities/cash cows and Starports into Medical
>Centers. I'm not going to say that tumbling and grinding Medical XP with
>Tumblers was the only thing going on in Med Centers, you'd sometimes see
>someone "on duty" to heal people, But a distressing number of the medics in
>a Med Center weren't there to heal wounds, only self-inflicted damage. As
>2004 progressed and passed into 2005, I'd dare say that such practices far
>exceeded the number of doctors or medics that practiced in a Med Center.
>Doctors could mostly be found in the Starports or in their cities or in the
>field. Quite a few people had TK Meditation 4 just so they wouldn't have to
>worry about finding a doctor. If they knew a doctor in their guild, or
>city, or a neighboring city, chances are, they had that doctor on their
>friends list and visited them regularly. For the 6 months before the CU, it
>was quite honestly, difficult to find a Doc to heal your wounds unless you
>went looking for them. Tips were virtually Non-existent, though I made it a
>policy to tip anyone that healed me.
[shrug] My experience may well have been atypical. I was a crafting
Medic pre-CU (respec NovPistol to NovDoc because I resented losing the
wound healing), selling moderate quality meds at modest prices. The
Med center was usually my first stop when I hit town, to heal anyone
who needed it. Yes, the Docs were too busy with their tumblers to deal
with people who actually needed them, and tipping for heals was 40% at
best. But at least I got XP out of the pro bono work.
The fact that many players abused tumbling for XP before the CU does
not excuse the devs' abusing Docs by depriving them of wound-healing
XP afterward. The reason I said to not bother bringing up tumbling is
because it has become a moot point. An exception to allow XP for wound
healing in Med centers can't be readily abused because there isn't any
easy way to get lots of wounds now that sampling Rad just does damage.
| |
| Reg LeCrisp 2005-08-26, 8:37 pm |
|
"Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:430f294e$0$4749$afc38c87@news.optusnet.com.au...
quote:
>
> Its no harder or easier to walk around higher level planets now then it
> used
> to be pre-CU. Pre-CU things would still attack and kill you.
What a Joke! pre-cu a pure crafter could get buffs and wear heavy armor to
increase the chance he will survive when he gets aggroed by high level mobs
on the way to check his harvester. There was no DAMAGE MULTIPLIERS if a red
con nailed you.
Post CU, the higher the mob level wise he will can easily instacap you in
one shot. Armor could be worn as a protection but due to bio linking and
certifications, The crafter will have the greatest movement penalty.
| |
| Skinner1@hotmail.com 2005-08-27, 6:33 am |
| <SNIP>
quote:
>
>There are differences in what each profession does - but the fact remains
>when they go head to head one can survive or die just as easily as the
>other. That doesn't make them unbalanced, just different, your arguments
>make no sense.
Thank you. That is Exactly the statement I was wanting somebody to
make. You see.... The game is NOT about Star Wars. It's NOT about
adventure or Role Playing....
The game is about PvP. PERIOD.
The PvP faction hijacked this game almost from day one and managed to
complain and bemoan every little problem to get it resolved in a
manner as to favor PvP play.
That is wht whole problem with the game and nothing less. This game
became a PvPfest and the 80% of the gameing community that could care
less about PvP style play is either forced to endure that fact or do
like I did..... Move on.
And therein lies the problem with your Combat Revamp and the Space
Expansion and just about anything else you want to point a finger at
in this game.
Anyway, that's my humble opinion.
<SNIP>
| |
| Dirk Pfeiffer 2005-08-27, 8:34 pm |
| Reply to message from "Reg LeCrisp" <x@x.x> (Fri, 26 Aug 2005 19:10:42)
about "Re: Star Wars Galaxies... Does it worth?":
Don't forget the totally dumbdown of the game. Removing the ability to
attack different pools, most attacks do EXACTLY the same damage (so
basically you just need 3 or 4 attacks at all). Almost every dumbass that
knows how to play his toon can kill a jedi now. Jedi/Jedi fights either
last FOREVER or are over within 5 seconds. Jedi who are Master Powers can
instacorpse you, without showing any hit in combat log. And, and, and....
The CU brought more players to the game though. More YOUNG players.
Resulting in a MASSIVE exploiting, circumventing timers and more. I see now
more cheating and exploiting every day than I have seen in the 2 years
before the CU altogether!
Bye
Dirk Pfeiffer <dirk@dbx501.de> Sat, 27 Aug 2005 15:13:06 +0200
=== Posted with Qusnetsoft NewsReader 2.2.0.8
| |
| Dirk Pfeiffer 2005-08-27, 8:34 pm |
| Reply to message from Skinner1@hotmail.com (Sat, 27 Aug 2005 10:37:18)
about "Re: Star Wars Galaxies... Does it worth?":
If the game would be all about PvP, then we wouldn't have gotten the CU. So
that's bullcrap! PvP sucks now. PvP is all about who outheals the other. I
have never done so much PvE like I did after the CU came live.
[vbcol=seagreen]
S> Thank you. That is Exactly the statement I was wanting somebody to
S> make. You see.... The game is NOT about Star Wars. It's NOT about
S> adventure or Role Playing....
S> The game is about PvP. PERIOD.
S> The PvP faction hijacked this game almost from day one and managed to
S> complain and bemoan every little problem to get it resolved in a manner
S> as to favor PvP play.
S> That is wht whole problem with the game and nothing less. This game
S> became a PvPfest and the 80% of the gameing community that could care
S> less about PvP style play is either forced to endure that fact or do
S> like I did.....
S> Move on.
S> And therein lies the problem with your Combat Revamp and the Space
S> Expansion and just about anything else you want to point a finger at in
S> this game.
S> Anyway, that's my humble opinion.
Bye
Dirk Pfeiffer <dirk@dbx501.de> Sat, 27 Aug 2005 15:26:23 +0200
=== Posted with Qusnetsoft NewsReader 2.2.0.8
| |
|
|
<Skinner1@hotmail.com> wrote in message
news:s990h1lui6r2aajeu9ug4rukrl4j819fug@4ax.com...
quote:
> <SNIP>
>
>
> Thank you. That is Exactly the statement I was wanting somebody to
> make. You see.... The game is NOT about Star Wars. It's NOT about
> adventure or Role Playing....
>
> The game is about PvP. PERIOD.
>
ROFLMAO Then where is the PVP??
I play the game day after day and the only PVP I ever participate in is the
odd duel here or there. I never even go overt. So yeah its real pvp based
there..
Oh and add to that the fact that I role play every day, so yep no star wars
adventure or role playing there huh???
You need to get out more.
| |
| dRaGko 2005-08-29, 8:35 pm |
| I agree I have never PVP'd at all. I have no need to show my
tuffness... or is it cause I am weak? 
There is Tonnes to do other than PVP and I do them everyday... People
who do not like this game are probably looking for a different type of
game all together...
MMO = Grinding, role playing, Community involvment, with a touch of
decorating.
FPS = Kill or be killed....
Choose then stick in my opinion.
| |
| Rastus 2005-10-10, 2:35 am |
| > Hello, I am Edna Kolanco, I am a Star Wars fan and would like to know if
SWG
quote:
> worth the time and money spent.
No - for one simple reason: the devs have absolutely no respect for the
player base. This means they are completely incapable of fixing the problems
they have created. Spent 18 months on a character? Well, hears a pineapple
to shove up your arse, from now on womp rats are going to make your their
bitches all over again. Who cares is PvP is or isn't playable anymore since
PvE is completely and utterly XXXXed.
quote:
> Could you please give me your opinion and tell me a few things you like
and
quote:
> you don't in this game?
Going back a year ago: the open game design and lack of "vertical
advancement model" was the best on the market. These days the game has been
destroyed by bolting on a completely unrealistic vertical advancment model
on PvE play. We are talking about nerfdom in the order of having less than
half your previous PvE ability or much much less. Never has any MMOG had
such a large scale and total nerfing, and yet we have 4 million WoW players
over in the other corner showing us that nerfing is an outdated concept
alltogether anyway.
This was it for me - I will never come back to an SoE game - ever. What they
have done to this game shows their absolute contempt the time and effort
players invest in the game and the playerbase in general.
| |
| David Casey 2005-10-10, 2:35 am |
| On Mon, 10 Oct 2005 15:46:41 +1000, Rastus wrote:
quote:
> This was it for me - I will never come back to an SoE game - ever. What
> they have done to this game shows their absolute contempt the time and
> effort players invest in the game and the playerbase in general.
Can I have all your stuff?
Dave
--
You can talk about us, but you can't talk without us!
US Army Signal Corps!!
http://www.geocities.com/davidcasey98
Remove IH8SPAM to reply by email!
| |
| Rastus 2005-10-10, 5:35 am |
| > Can I have all your stuff?
quote:
>
> Dave
Do you a deal, come over to a real game and I will set you up...
You know - like, a game that is <fun>.
| |
| Rastus 2005-10-10, 5:35 am |
| > If you are a Star Wars movie or book fan and expect the SWG to be anywhere
quote:
> close Star Wars lore. Stay away, Far Far away. Your money is best spent
> elsewhere.
Like a holiday to Thailand, but, even then I doubt a Star Wars fan could get
laid with a fist full on 10K baht notes.
| |
| Rastus 2005-10-10, 5:35 am |
| > Yes..... but if both characters are so balanced that they kill the
quote:
> same beast at the same time..... then what does it matter how they
> killed it?? Hands become guns become swords becoime magic...
>
> There MUST be contrast. Contrast gives life definition!
Spoken like someone who hasn't yet grasped the mind boggling concept of tic
tac toe...
| |
| Rastus 2005-10-10, 5:35 am |
| > MMO = Grinding, role playing, Community involvment, with a touch of
quote:
> decorating.
You need to play some more MMOG titles dude. UO and SWG are not the entire
genre.
Even EQ has now been relegated to a bit player in a genre totally pwned by
the first company that came along and dared to make a game *fun*, balanced
and powerful. I am not talking just class x=y balanced either, I am talking
PvP = PvE solo = PvE group.
SoE's anti solo stance is looking decidedly antiquated these days.
| |
|
|
"Rastus" <zzrhardy@iinet.net.au> wrote in message
news:434a2d24$0$16852$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
quote:
>
> You need to play some more MMOG titles dude. UO and SWG are not the entire
> genre.
>
> Even EQ has now been relegated to a bit player in a genre totally pwned by
> the first company that came along and dared to make a game *fun*, balanced
> and powerful. I am not talking just class x=y balanced either, I am
talking
quote:
> PvP = PvE solo = PvE group.
>
> SoE's anti solo stance is looking decidedly antiquated these days.
>
>
There's nothing anti-social about the current SWG setup at all.
In fact grouping is the best XP you will ever find in the game.
Entertainers have a purpose again (I've even added 0 0 4 0 dancer to my Jedi
template sacrificing Jedi skills to keep it)
Role Playing in the game if your that way inclinded is a lot of fun (the
game setup caters to this very nicely).
Some less used professions are being revamped (Squad Leader, Ranger -
changes to both of these professions look very interesting)
Jedi can now group with their friends without fear of visability causing
bounty hunters to be chasing them down.
What's anti social about that?
| |
| Psyberowl 2005-10-10, 7:37 pm |
|
"Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
news:434a3650$0$17950$afc38c87@news.optusnet.com.au...
quote:
>
> "Rastus" <zzrhardy@iinet.net.au> wrote in message
> news:434a2d24$0$16852$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
> talking
>
> There's nothing anti-social about the current SWG setup at all.
> In fact grouping is the best XP you will ever find in the game.
> Entertainers have a purpose again (I've even added 0 0 4 0 dancer to my
> Jedi
> template sacrificing Jedi skills to keep it)
> Role Playing in the game if your that way inclinded is a lot of fun (the
> game setup caters to this very nicely).
> Some less used professions are being revamped (Squad Leader, Ranger -
> changes to both of these professions look very interesting)
> Jedi can now group with their friends without fear of visability causing
> bounty hunters to be chasing them down.
>
> What's anti social about that?
>
Shhhh! Don't prod him too hard or he might wake up from the self-hypnotic
suggestion that "SWG sucks!" that he's decided to subscribe to. We don't
know how he might react to reason.
By the way Rastus, in case you're still about... Can you be a Master
Dancer/ID in WoW? Just curious because I have a blast with my Grand Master
Entertainer (Master Dancer/Master ID/Master Musician/Master Entertainer).
Drat! There I go prodding him after I suggested not to.
The Bar-erras Clan
Lowca Galaxy
| |
| David Casey 2005-10-10, 7:37 pm |
| On Mon, 10 Oct 2005 18:51:39 +1000, Rastus wrote:
quote:
>
> Do you a deal, come over to a real game and I will set you up...
>
> You know - like, a game that is <fun>.
I have plenty of fun playing SWG. It's all in the folks you hang out with.
Dave
--
You can talk about us, but you can't talk without us!
US Army Signal Corps!!
http://www.geocities.com/davidcasey98
Remove IH8SPAM to reply by email!
| |
| David Casey 2005-10-10, 7:37 pm |
| On Mon, 10 Oct 2005 19:04:23 +1000, Rastus wrote:
quote:
> You need to play some more MMOG titles dude. UO and SWG are not the
> entire genre.
>
> Even EQ has now been relegated to a bit player in a genre totally pwned
> by the first company that came along and dared to make a game *fun*,
> balanced and powerful. I am not talking just class x=y balanced either,
> I am talking PvP = PvE solo = PvE group.
>
> SoE's anti solo stance is looking decidedly antiquated these days.
Isn't the idea of a *multiplayer* online game to play the game with other
folks? If you want to play on your own then it seems SWG isn't the game
for you.
Dave
--
You can talk about us, but you can't talk without us!
US Army Signal Corps!!
http://www.geocities.com/davidcasey98
Remove IH8SPAM to reply by email!
| |
| ROBERT POLLARD 2005-10-10, 7:37 pm |
| You might be right Rastus, but I have come back to the game very recently
having left it in 2003. I actually enjoy it very much and I'm playing it
more than WoW at the mo. It is much more open ended than WoW which seems to
hold your hand all the time.
I'm still keeping my WoW account as I have a lot of lvl60 chars there :-)
However, at least for the moment, SWG is the more fun game of the two....
"Rastus" <zzrhardy@iinet.net.au> wrote in message
news:4349fece$0$16853$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
quote:
> SWG
>
> No - for one simple reason: the devs have absolutely no respect for the
> player base. This means they are completely incapable of fixing the
> problems
> they have created. Spent 18 months on a character? Well, hears a pineapple
> to shove up your arse, from now on womp rats are going to make your their
> bitches all over again. Who cares is PvP is or isn't playable anymore
> since
> PvE is completely and utterly XXXXed.
>
> and
>
> Going back a year ago: the open game design and lack of "vertical
> advancement model" was the best on the market. These days the game has
> been
> destroyed by bolting on a completely unrealistic vertical advancment model
> on PvE play. We are talking about nerfdom in the order of having less than
> half your previous PvE ability or much much less. Never has any MMOG had
> such a large scale and total nerfing, and yet we have 4 million WoW
> players
> over in the other corner showing us that nerfing is an outdated concept
> alltogether anyway.
>
> This was it for me - I will never come back to an SoE game - ever. What
> they
> have done to this game shows their absolute contempt the time and effort
> players invest in the game and the playerbase in general.
>
>
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"David Casey" <sgtcasey@IH8SPAMcomcast.net> wrote in message
news:g43hq8qlerqj$.dlg@sgtcaseycomcast.net...
quote:
> On Mon, 10 Oct 2005 19:04:23 +1000, Rastus wrote:
>
>
> Isn't the idea of a *multiplayer* online game to play the game with other
> folks? If you want to play on your own then it seems SWG isn't the game
> for you.
>
> Dave
/points to her previous post that just showed this is not true at all
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"Psyberowl" <owl@dmv.com> wrote in message
news:11kkmvn974ilpf3@corp.supernews.com...
quote:
>
> "Kas" <nykara[NOSPAM]@optusnet.com.au> wrote in message
> news:434a3650$0$17950$afc38c87@news.optusnet.com.au...
>
> Shhhh! Don't prod him too hard or he might wake up from the self-hypnotic
> suggestion that "SWG sucks!" that he's decided to subscribe to. We don't
> know how he might react to reason.
>
> By the way Rastus, in case you're still about... Can you be a Master
> Dancer/ID in WoW? Just curious because I have a blast with my Grand
Master
quote:
> Entertainer (Master Dancer/Master ID/Master Musician/Master Entertainer).
>
> Drat! There I go prodding him after I suggested not to.
>
> The Bar-erras Clan
> Lowca Galaxy
Thats probably why people dont post here any more much, too many of those
who don't play the game who keep whinging about how much it sucks.. good for
them that they dont play huh? Hours and hours of game play every day shows
me there are plenty of others in the game who dissagree.
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| Thomas Andersson 2005-10-12, 7:37 pm |
| David Casey wrote:
quote:
>
> Isn't the idea of a *multiplayer* online game to play the game with
> other folks? If you want to play on your own then it seems SWG isn't
> the game for you.
There are many ways to interact, maybe you just like the idea of playing
around other live beeings, comunicating with them, bartering etc without
always wanting to go exploring and adventuring in a group. Just becouse you
want to solo parts doesn't mean you don't want to interact and the other way
around.. ??
I like finding new friends and working together in a team for a while or
maybe just helping someone out.. But I don't want to HAVE to just to be able
to play or achieve things.
Best Wishes
Thomas
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| Rastus 2005-10-13, 7:34 pm |
| > By the way Rastus, in case you're still about... Can you be a Master
quote:
> Dancer/ID in WoW? Just curious because I have a blast with my Grand
Master
quote:
> Entertainer (Master Dancer/Master ID/Master Musician/Master Entertainer).
No, and I am pretty sure you can't become a Flower Arranger, Nail Technician
or Gay Bar Bikini Line Waxer either,
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| Rastus 2005-10-13, 7:34 pm |
| > Hours and hours of game play every day shows
quote:
> me there are plenty of others in the game who dissagree.
Which server are you on? I have respecced multiple times now trying
something to do that is viable with such low populations. Even as a Master
Doctor registered on the map in Theed Starport I did not get a single
customer in 2 and a half hours.
And this was on Bria - the supposed overloaded metropolis compared to other
servers.
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| Rastus 2005-10-13, 7:34 pm |
| > But I don't want to HAVE to just to be able
quote:
> to play or achieve things.
Just like some other people don't like HAVING to play in groups to acheive
things.
Reality is SWG cannot afford to be continue excluding *major* gameplay
styles because beggers can't be choosers. The days of game designers trying
to enforce their idealistic "group hug" playstyle is over because a little
company called Blizzard came along and said "XXXX it - play with yourselves
if you want" and within a year later they are a veritable black hole for
subscribers of other MMOG platforms.
Grouping and raiding does it's place in high end encounters, but it
shouldn't be required as a matter of course for all encounters.
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"Rastus" <zzrhardy@iinet.net.au> wrote in message
news:434e3fe5$0$13952$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
quote:
>
> Which server are you on? I have respecced multiple times now trying
> something to do that is viable with such low populations. Even as a Master
> Doctor registered on the map in Theed Starport I did not get a single
> customer in 2 and a half hours.
>
> And this was on Bria - the supposed overloaded metropolis compared to
other
quote:
> servers.
>
I play on valcyn
To be registered on the player map that would mean you would have to of been
INSIDE a medical center itself not at the starport (I've been a Doctor AND
an entertainer, Doctors can only register if they are in an actual med
center - as soon as they leave that med center the registration cancels, the
same for entertainers and cantina's)
For starters, try Tatooine, its the hub of activity these days given that
all newbs start there now rather then having a selection of newbie planets
to start from
For seconds.. The game mechanics have changed the outlay of the game
itself.. for the most part other then tatooine where the newbies start no
one planet is more populated then any other - JTL with its lack shuttle
waiting time and instant hop to all planets (rather then having to hop via
correllia etc to get to other planets) made it so that players are far more
spread out over the universe now rather then localised in one area..
I know myself that many player cities on valcyn these days are more active
then NPC cities - People just don't have the need to hang out in NPC cities
any more like they used to. Most players wont even make it to a med center
to have their wounds healed either because wounds can be healed *anywhere*
not just in the med centers, usually they just ask the closest doctor they
can see out in the field or a guild doc.. You don't get healing xp from
healing wounds any more either so pretty much you'd just be wasting time
sitting around med centers.. my suggestion is to get out there, find out
what the most popular player cities are on your server get yourself some
groups and have some fun..
Making stuff up about the game having "no players" any more is getting old
and generally made up by those who are sick of the game themselves and want
to try and convince others to no longer play it. Posts on the SWG forums for
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