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Author Tiggs booted
Dirk Pfeiffer

2006-02-26, 4:02 am

Hello Everyone!l

I wonder if anyone knows WHY Tiggs got booted and escorted out? On one of
the german fansite forums a guy posted a screenshot of a pm he received
from her. Obviously he removed that pic shortly after, so I didn't get to
read it...

Bye
Dirk Pfeiffer <dirk@dbx501.de> Thu, 10 Nov 2005 10:23:28 +0200

=== Posted with Qusnetsoft NewsReader 2.2.0.8
Raymond Baastat

2006-02-26, 4:02 am

Dirk Pfeiffer wrote:
quote:

> Hello Everyone!l
>
> I wonder if anyone knows WHY Tiggs got booted and escorted out? On one of
> the german fansite forums a guy posted a screenshot of a pm he received
> from her. Obviously he removed that pic shortly after, so I didn't get to
> read it...


I must have missed this. Where exactly does it say that? URL?


--
/ray

Dirk Pfeiffer

2006-02-26, 4:02 am

Reply to message from Raymond Baastat <raymond@*spamblock*baastad.net>
(Thu, 10 Nov 2005 12:19:10) about "Re: Tiggs booted":


RB> Dirk Pfeiffer wrote:[vbcol=seagreen]
[vbcol=seagreen]

RB> I must have missed this. Where exactly does it say that? URL?

It's all over the forums. NGE Testing Discussion, Community Relations and
Website, just to mention the most frequented. Too lazy to seek out the url
for them, as I am on my Handheld atm.

RB> --
RB> /ray




Bye
Dirk Pfeiffer <dirk@dbx501.de> Thu, 10 Nov 2005 15:44:43 +0200

=== Posted with Qusnetsoft NewsReader 2.2.0.8
Relativity

2006-02-26, 4:02 am

Its AMAZING to watch a company self-destruct
LOL . . . they haven't got a clue

"Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
news:1131626859@dirk.dbx501.de...
quote:

> Reply to message from Raymond Baastat <raymond@*spamblock*baastad.net>
> (Thu, 10 Nov 2005 12:19:10) about "Re: Tiggs booted":
>
>
> RB> Dirk Pfeiffer wrote:
>
>
> RB> I must have missed this. Where exactly does it say that? URL?
>
> It's all over the forums. NGE Testing Discussion, Community Relations and
> Website, just to mention the most frequented. Too lazy to seek out the url
> for them, as I am on my Handheld atm.
>
> RB> --
> RB> /ray
>
>
>
>
> Bye
> Dirk Pfeiffer <dirk@dbx501.de> Thu, 10 Nov 2005 15:44:43 +0200
>
> === Posted with Qusnetsoft NewsReader 2.2.0.8



Relativity

2006-02-26, 4:02 am

Copied from an earlier message (alias account), posted before Tiggs was
sacked:

For any of you that were around since this game's launch, thing back to
November 2003. Two years ago this month SOE introduced vehicles and player
cities to SWG. This was a very exciting time, and arguably the pinnacle of
this game's existence.

The day the player city and vehicle publish was to go live was very intense.
There was a lot of excitement. Many of us were on the old Gorath Imperial
IRC server talking about grand plans, wishing each other luck on getting our
spots. Many had architects lined up to make city halls. A lot of us had our
would-be mayors logged out right by where the politician trainer would be
located when the server came up. A LOT of people did not go to work or
school that day hehe.

Player cities actually came to define this game early on. It gave guild's a
sense of pride and ownership. It gave folks places to gather. Gave us
territories to defend/assault. This gave us rise to the GCW and the massive
PvP that ensued.

But while all this was going on, there were many underlying problems that
were creeping up on us slowly. See the game had only been out for a few
months. People had not fully realized to what extent things could be
crafted. We had not had many good resource spawns, and not substantial
quantities either. Almost no crafters had any experimentation tapes, nor did
they fully understand how the intricacies of the crafting system worked.

But over the next couple of months, people realized they could make armor
that would resist 90%+ all damage. Or that they could make MIND poison that
would kill everyone within a 30 yard radius in three ticks. Or they could
make buffs that would more than DOUBLE our stats.

These were all items that for some reason or another were never capped
before the game went live as they should have. This was a direct result of
SOE's short-sightedness. They underestimated the resourcefulness of their
player base.

Combine those factors with bugs and exploits (faction bases had MANY that
took MONTHS to patch), unbalanced classes (TKA, CM, Rifleman) and eventually
the revelation of HOW to unlock Jedi (effectively taking a huge part of the
player base OUT of the game as they pursued the grind) - and you had the
begining of the decline.

Before all this, the GCW was super addictive and I would say in November
2003 the majority of players were actively involved somehow. Not sure how
many remember the battles at Maelstrom that went on for over 8 hours. Only
reason it ended was because people had to leave to go to work or school lol.
The game was FUN and MUCH more addictive then. Faction meant something. We
had a LOT less faction hopping back then because the war was in full swing.

Well, the game kept deteriorating so SOE came up with the plan to fix it -
originally called the Combat Revamp, later to be known as the Combat
Upgrade. I was one who was privy to a LOT of the early documentation on the
first CU. Let me first point out that the CU that did go live that you all
call CU 1 is actually CU 2. There was another version of the CU prior to
what you saw that IMHO was MUCH better, but for some reason or another they
took it upon themselves to redo the CU before it even went live.

But the CU 1 that I was shown was the game I wanted. It was basically the
same game we all loved, but solved the long-standing problems that revealed
themselves since launch. Being able to target the mind pool was no longer
going to be an advantage for only a handful of professions - each profession
was going to get a move to be able to target each of the three pools.
Weapons, armor, buffs, foods & drinks were all going to be capped. DOT's
were going to be nerfed so hard they were going to be a nuissance, but not
make or break in combat. Mind pool was going to finally be healable. We
still had the same graphics and toolbars - none of the cartoony stuff that I
think really was a distraction. We also still had Jedi which arguably was
the biggest flaw of the game.

Not sure why - perhaps too much playing WoW and not focusing on their own
unique game - but they scrapped all of CU 1 and ended up pushing out what
you have now.

But now - now we have the NGW. There are SO many things I find wrong with
this I do not even know where to begin.

First off, SWG never has been known as having a substantial amount of
content. To be honest, I think that half the content in this game WAS the
professions - being able to build a unique character template for YOU. Bored
of tailor? Try droid engineer. Bored of pistoleer? Try carbineer.

Now I see these nine classes folks will be pigeon-holed into and I think
that SOE just took it's BIGGEST strength for this game and turned it into a
weakness. Character classes in SWG will now have even less diversity than
WoW because in WoW at least they have the talent system to offer some
diversity within a class.

Sure, this will be easier for them to balance, and easier for players
without a clue, but it seems to me that this is a cop out and a slap in the
face to anyone who has been loyal to SOE through it all.

I am sure the NGE will be fun for a little while, but unless SOE plans on
adding a LOT of content, the NGE will become boring FAST.

Where did SOE go wrong over the past few years? Well here is a quick list of
major issues that they either never addressed or took too long to address or
just flat out screwed up:

- Mind Pool
Making the ONE unhealable pool explicitly targetable by only a few classes
automatically made some classes better than others.

-No Caps
Having no upper-limit caps on DOT's, buffs, food&drinks, armor
effectiveness, weapons, etc allowed for game-breaking items to be crafted.
Had there been better testing in beta with MAX resources they would have
discovered this before the game even went live.

-Jedi
Making an alpha class in an MMORPG is always going to be a failure. Who
would NOT want to play the dominant class? Nerfing Jedi was wrong too. We
want Jedi to be like canon and strong. SOE should have NEVER allowed player
Jedi. To my understanding this was a HUGE internal debate before the game
went live, with LucasArts weighing in to push Jedi. BIG mistake. Fact is the
game had MORE paying subscribers before there were Jedi. Fact - after DOT's
(often pointed out by Jedi as the true death of the game) the game had even
LESS subscribers. I hardly think all those people quit because DOT's were
nerfed Point? People got sick of Jedi, and sick of seeing more and more of
them. Less diversity among players = less fun. When SOE devoted two huge
publishes all to Jedi instead of fixing other long-standing issues this was
a sign of things to come. And the original holo-grind killed off a LOT of
the PvP we had since so many became reclusive and devoted all their time to
grinding.

-GCW bugs/exploits
Once people discovered that you can shoot through walls of player bases from
the inside out but not outside in things went downhill. Once people
discovered you could abort a base countdown even while DEAD of feigning
death it was game over. How long did it take for SOE to fix this bug? FOUR
months. What about people being able to attack turrets from out of range?
SIX months. It was not like these were secret tricks either. They were well
documented on the forums. For some reason though, they were extremly slow to
respond. Instead of spending eight hours fighting back and forth between
cities, people just got rid of their bases and the GCW died. With it PvP
died off in a big way.

-Content
At one point they promised us new PvE content every other patch. Well, we
got the corvette (which was a BLAST for about 3 weeks) and the Geonosian
cave (which was so bugged it became a favorite place for grinders) and
eventually the DWB which was the most challenging and fun, but then it was
not until the expansion that the game actually got additional PvE content.

-Wasted Space
Land area in SWG is immense. If you did the math and figured it out and
compared it to any other MMORPG out there SWG has MORE explorable space than
any other game by far. But you know what? It is USELESS. Take Talus for
example. Big beautiful planet with NOTHING on it. We have these little
mini-dungeons, or doodads on each planet that serve minimal to no purpose at
all. What is their answer? In the expansions they actually have invisible
fencing to keep you in the few areas they actually have content. Instead of
having the whole huge area filled with stuff of use, they close off areas to
the player. This is an area where SOE could learn a LOT from WoW where all
the land is not only explorable, but most of it serves a purpose and/or has
unique mobs.

-Character customization
SOE made characters so customizable that this actually becomes one of it's
biggest weaknesses. The more unique features the game has to track, the more
queries clients have to make to the server in order to properly render a
toon on your screen. 20 players no problem. 50 players? Slowdown time. 200
players? Server go kaboom. Too much load for the system to handle. Basically
epic battles become near impossible.

Thinking about all of this it seems to me that in SOE's rush to get product
to market in the first place they dropped the ball bad, and instead of
making things better, they constantly seem to make the wrong decisions.

Stop f'ing around with focus groups, and fire the marketing suits and hire
some good, competent developers and people with vision. Unfortunately at
this point I think it is too late. No one trusts you anymore SOE and their
experiences here WILL likely make them think twice about trying other SOE
games. I know for myself I will NEVER play another SOE title.

Sincerely,

Someone who loved what once was,

--G

http://forums.station.sony.com/swg/...ssage.id=909056


"Relativity" <thel@kerssuck.com> wrote in message
news:UXOcf.5634$QM5.1941@tornado.socal.rr.com...
quote:

> Its AMAZING to watch a company self-destruct
> LOL . . . they haven't got a clue
>
> "Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
> news:1131626859@dirk.dbx501.de...
>
>



Skinner1@hotmail.com

2006-02-26, 4:02 am

I will top post for once rather than <Snip> that which should not be
snipped.

Marvelous.Simply marvelous! Thank you!!

Couldn't have said it better. Especially the part about
underestimating their players resourcfulness! EVERY developer does
that because they fancy themselves as unbeatable!


On Thu, 10 Nov 2005 21:53:04 GMT, "Relativity" <thel@kerssuck.com>
wrote:
quote:

>Copied from an earlier message (alias account), posted before Tiggs was
>sacked:
>
>For any of you that were around since this game's launch, thing back to
>November 2003. Two years ago this month SOE introduced vehicles and player
>cities to SWG. This was a very exciting time, and arguably the pinnacle of
>this game's existence.
>
>The day the player city and vehicle publish was to go live was very intense.
>There was a lot of excitement. Many of us were on the old Gorath Imperial
>IRC server talking about grand plans, wishing each other luck on getting our
>spots. Many had architects lined up to make city halls. A lot of us had our
>would-be mayors logged out right by where the politician trainer would be
>located when the server came up. A LOT of people did not go to work or
>school that day hehe.
>
>Player cities actually came to define this game early on. It gave guild's a
>sense of pride and ownership. It gave folks places to gather. Gave us
>territories to defend/assault. This gave us rise to the GCW and the massive
>PvP that ensued.
>
>But while all this was going on, there were many underlying problems that
>were creeping up on us slowly. See the game had only been out for a few
>months. People had not fully realized to what extent things could be
>crafted. We had not had many good resource spawns, and not substantial
>quantities either. Almost no crafters had any experimentation tapes, nor did
>they fully understand how the intricacies of the crafting system worked.
>
>But over the next couple of months, people realized they could make armor
>that would resist 90%+ all damage. Or that they could make MIND poison that
>would kill everyone within a 30 yard radius in three ticks. Or they could
>make buffs that would more than DOUBLE our stats.
>
>These were all items that for some reason or another were never capped
>before the game went live as they should have. This was a direct result of
>SOE's short-sightedness. They underestimated the resourcefulness of their
>player base.
>
>Combine those factors with bugs and exploits (faction bases had MANY that
>took MONTHS to patch), unbalanced classes (TKA, CM, Rifleman) and eventually
>the revelation of HOW to unlock Jedi (effectively taking a huge part of the
>player base OUT of the game as they pursued the grind) - and you had the
>begining of the decline.
>
>Before all this, the GCW was super addictive and I would say in November
>2003 the majority of players were actively involved somehow. Not sure how
>many remember the battles at Maelstrom that went on for over 8 hours. Only
>reason it ended was because people had to leave to go to work or school lol.
>The game was FUN and MUCH more addictive then. Faction meant something. We
>had a LOT less faction hopping back then because the war was in full swing.
>
>Well, the game kept deteriorating so SOE came up with the plan to fix it -
>originally called the Combat Revamp, later to be known as the Combat
>Upgrade. I was one who was privy to a LOT of the early documentation on the
>first CU. Let me first point out that the CU that did go live that you all
>call CU 1 is actually CU 2. There was another version of the CU prior to
>what you saw that IMHO was MUCH better, but for some reason or another they
>took it upon themselves to redo the CU before it even went live.
>
>But the CU 1 that I was shown was the game I wanted. It was basically the
>same game we all loved, but solved the long-standing problems that revealed
>themselves since launch. Being able to target the mind pool was no longer
>going to be an advantage for only a handful of professions - each profession
>was going to get a move to be able to target each of the three pools.
>Weapons, armor, buffs, foods & drinks were all going to be capped. DOT's
>were going to be nerfed so hard they were going to be a nuissance, but not
>make or break in combat. Mind pool was going to finally be healable. We
>still had the same graphics and toolbars - none of the cartoony stuff that I
>think really was a distraction. We also still had Jedi which arguably was
>the biggest flaw of the game.
>
>Not sure why - perhaps too much playing WoW and not focusing on their own
>unique game - but they scrapped all of CU 1 and ended up pushing out what
>you have now.
>
>But now - now we have the NGW. There are SO many things I find wrong with
>this I do not even know where to begin.
>
>First off, SWG never has been known as having a substantial amount of
>content. To be honest, I think that half the content in this game WAS the
>professions - being able to build a unique character template for YOU. Bored
>of tailor? Try droid engineer. Bored of pistoleer? Try carbineer.
>
>Now I see these nine classes folks will be pigeon-holed into and I think
>that SOE just took it's BIGGEST strength for this game and turned it into a
>weakness. Character classes in SWG will now have even less diversity than
>WoW because in WoW at least they have the talent system to offer some
>diversity within a class.
>
>Sure, this will be easier for them to balance, and easier for players
>without a clue, but it seems to me that this is a cop out and a slap in the
>face to anyone who has been loyal to SOE through it all.
>
>I am sure the NGE will be fun for a little while, but unless SOE plans on
>adding a LOT of content, the NGE will become boring FAST.
>
>Where did SOE go wrong over the past few years? Well here is a quick list of
>major issues that they either never addressed or took too long to address or
>just flat out screwed up:
>
>- Mind Pool
>Making the ONE unhealable pool explicitly targetable by only a few classes
>automatically made some classes better than others.
>
>-No Caps
>Having no upper-limit caps on DOT's, buffs, food&drinks, armor
>effectiveness, weapons, etc allowed for game-breaking items to be crafted.
>Had there been better testing in beta with MAX resources they would have
>discovered this before the game even went live.
>
>-Jedi
>Making an alpha class in an MMORPG is always going to be a failure. Who
>would NOT want to play the dominant class? Nerfing Jedi was wrong too. We
>want Jedi to be like canon and strong. SOE should have NEVER allowed player
>Jedi. To my understanding this was a HUGE internal debate before the game
>went live, with LucasArts weighing in to push Jedi. BIG mistake. Fact is the
>game had MORE paying subscribers before there were Jedi. Fact - after DOT's
>(often pointed out by Jedi as the true death of the game) the game had even
>LESS subscribers. I hardly think all those people quit because DOT's were
>nerfed Point? People got sick of Jedi, and sick of seeing more and more of
>them. Less diversity among players = less fun. When SOE devoted two huge
>publishes all to Jedi instead of fixing other long-standing issues this was
>a sign of things to come. And the original holo-grind killed off a LOT of
>the PvP we had since so many became reclusive and devoted all their time to
>grinding.
>
>-GCW bugs/exploits
>Once people discovered that you can shoot through walls of player bases from
>the inside out but not outside in things went downhill. Once people
>discovered you could abort a base countdown even while DEAD of feigning
>death it was game over. How long did it take for SOE to fix this bug? FOUR
>months. What about people being able to attack turrets from out of range?
>SIX months. It was not like these were secret tricks either. They were well
>documented on the forums. For some reason though, they were extremly slow to
>respond. Instead of spending eight hours fighting back and forth between
>cities, people just got rid of their bases and the GCW died. With it PvP
>died off in a big way.
>
>-Content
>At one point they promised us new PvE content every other patch. Well, we
>got the corvette (which was a BLAST for about 3 weeks) and the Geonosian
>cave (which was so bugged it became a favorite place for grinders) and
>eventually the DWB which was the most challenging and fun, but then it was
>not until the expansion that the game actually got additional PvE content.
>
>-Wasted Space
>Land area in SWG is immense. If you did the math and figured it out and
>compared it to any other MMORPG out there SWG has MORE explorable space than
>any other game by far. But you know what? It is USELESS. Take Talus for
>example. Big beautiful planet with NOTHING on it. We have these little
>mini-dungeons, or doodads on each planet that serve minimal to no purpose at
>all. What is their answer? In the expansions they actually have invisible
>fencing to keep you in the few areas they actually have content. Instead of
>having the whole huge area filled with stuff of use, they close off areas to
>the player. This is an area where SOE could learn a LOT from WoW where all
>the land is not only explorable, but most of it serves a purpose and/or has
>unique mobs.
>
>-Character customization
>SOE made characters so customizable that this actually becomes one of it's
>biggest weaknesses. The more unique features the game has to track, the more
>queries clients have to make to the server in order to properly render a
>toon on your screen. 20 players no problem. 50 players? Slowdown time. 200
>players? Server go kaboom. Too much load for the system to handle. Basically
>epic battles become near impossible.
>
>Thinking about all of this it seems to me that in SOE's rush to get product
>to market in the first place they dropped the ball bad, and instead of
>making things better, they constantly seem to make the wrong decisions.
>
>Stop f'ing around with focus groups, and fire the marketing suits and hire
>some good, competent developers and people with vision. Unfortunately at
>this point I think it is too late. No one trusts you anymore SOE and their
>experiences here WILL likely make them think twice about trying other SOE
>games. I know for myself I will NEVER play another SOE title.
>
>Sincerely,
>
>Someone who loved what once was,
>
>--G
>
>http://forums.station.sony.com/swg/...ssage.id=909056
>
>
>"Relativity" <thel@kerssuck.com> wrote in message
>news:UXOcf.5634$QM5.1941@tornado.socal.rr.com...
>


Reg LeCrisp

2006-02-26, 4:02 am

Yes, very good post. Here is a developer take on it. SWG is in the midst
of this right now.

http://www.next-gen.biz/index.php?o...=1468&Itemid=35

Jeff Hickman

My rant is about how, as game developers, the fact that we often make
changes to core pieces of our games after we launch. It's a critical error.
We've made changes to our games that were core changes and, while I can't
say they were detrimental to our game, they probably didn't achieve the
goals we wanted them to achieve.

As we make these games, we attract a certain type of player. They come to
our game because of the things we put in there. The core functionality, the
systems, the gameplay we put in, and then for whatever reason, because we
see another game that looks really cool, that's maybe doing better than us,
or we want to change our billing structure to make more money, or whatever
the reason happens to be, we come out and make a systems change to our game,
and what does it do? It alienates our current players. The people who are
playing our game right now.

We go out and say, ''you know what, we want more of those players, we want
that 3.5 million from that game over there.' So instead of sticking to the
thing that our players really love, we " So instead of sticking to the thing
that our players really love, we start changing it. And now we're alienating
the players playing our game, losing our subscribers."
- Jeff Hickmanstart changing it. And now we're alienating the players
playing our game, losing our subscribers. The 3.5 million who are over
there playing that game, they're happy. They're playing that game already.
We're not attracting them - or, it's very difficult to attract them. So the
chance that you're taking as a developer making those changes is so huge.
And you see it happen all the time. If you look at the games out there,
there's not many big games - or small games that have not made that error.
So, that's my rant.


<Skinner1@hotmail.com> wrote in message
news:4mp7n19c5nmo6aeq02pu2emk64njus3gjq@4ax.com...
quote:

>I will top post for once rather than <Snip> that which should not be
> snipped.
>
> Marvelous.Simply marvelous! Thank you!!
>
> Couldn't have said it better. Especially the part about
> underestimating their players resourcfulness! EVERY developer does
> that because they fancy themselves as unbeatable!
>
>
> On Thu, 10 Nov 2005 21:53:04 GMT, "Relativity" <thel@kerssuck.com>
> wrote:
>
>



Skinner1@hotmail.com

2006-02-26, 4:02 am

On Fri, 11 Nov 2005 01:29:13 -0600, "Reg LeCrisp" <x@x> wrote:
quote:

>Yes, very good post. Here is a developer take on it. SWG is in the midst
>of this right now.
>
>http://www.next-gen.biz/index.php?o...=1468&Itemid=35
>
>Jeff Hickman
>
>My rant is about how, as game developers, the fact that we often make
>changes to core pieces of our games after we launch. It's a critical error.
>We've made changes to our games that were core changes and, while I can't
>say they were detrimental to our game, they probably didn't achieve the
>goals we wanted them to achieve.
>


See. Humans CAN learn from trial and error.

This is nothing I have noit said from almost day one in UO. Rules are
rules..... They are meant to be applied to individual situations but
the basics need always be the same or you have anarchy......

GOD, Does this sound like so much of life right now??

Core beliefs folks. That's what it's all about.
quote:

>As we make these games, we attract a certain type of player. They come to
>our game because of the things we put in there. The core functionality, the
>systems, the gameplay we put in, and then for whatever reason, because we
>see another game that looks really cool, that's maybe doing better than us,
>or we want to change our billing structure to make more money, or whatever
>the reason happens to be, we come out and make a systems change to our game,
>and what does it do? It alienates our current players. The people who are
>playing our game right now.
>


Preach it brother preach it!
quote:

>We go out and say, ''you know what, we want more of those players, we want
>that 3.5 million from that game over there.' So instead of sticking to the
>thing that our players really love, we " So instead of sticking to the thing
>that our players really love, we start changing it. And now we're alienating
>the players playing our game, losing our subscribers."
>- Jeff Hickmanstart changing it. And now we're alienating the players
>playing our game, losing our subscribers. The 3.5 million who are over
>there playing that game, they're happy. They're playing that game already.
>We're not attracting them - or, it's very difficult to attract them. So the
>chance that you're taking as a developer making those changes is so huge.
>And you see it happen all the time. If you look at the games out there,
>there's not many big games - or small games that have not made that error.
>So, that's my rant.
>
>
><Skinner1@hotmail.com> wrote in message
>news:4mp7n19c5nmo6aeq02pu2emk64njus3gjq@4ax.com...
>


ROBERT POLLARD

2006-02-26, 4:02 am

I agree. I recently (around a month a go) reactivated my SWG account because
I had got bored of Wow. I had a lvl 60 warrior and a lvl 43 mage and felt I
had seen it all. I also hankered after a playing style where the system
isn't holding your hand so much. A style that encouraged living in your
virtual universe, rather than just turning up for quests and dungeons. I
then remembered SWG and its skills based system and immediately reactivated.
I have been having a blast, despite the introduction of the bizarre level
based system on what should be a skills based system only.

Then I get to hear about this modification to the game and I have to say
that I'm not entirely sure that I'm staying to watch the show. Lots of my
friends have tried the new system on the test servers and I have heard very
positive reviews but....

The problem I have is that I joined SWG because of its skills based system,
because it didn't hold your hand as tightly as Wow, because you could kind
of live in its virtual universe and not feel pressured to level. In WoW I
always felt pressured to level, I don't know why, but if I didn't level I
felt like I had wasted time. On the other hand in SWG I could choose to do
some pretty chilled out things like watch a player band or just do some
exploring and still feel like it had been a good session.

I suspect that SWG is moving closer to the WoW model and although it might
work well, I didn't reactivate my account to play WoW. I reactivated it to
play SWG and the unique experience offered there. If I want to play WoW I'll
load up WoW! And lets face it, no matter what Sony does SWG is not going to
out WoW WoW.

Sony should have concentrated on adding more in game content and I'm not
talking new planets here. I'm talking new content in the planets we already
have, so as to improve the environments these planets present. With all the
space available on these planets there is huge scope for adding new areas or
features.

Some people claim that they had to simplify the skills and character trees
because it was hard to maintain quests/content for them. I think this is
poppycock. My mage in Wow is a pole apart from my warrior, yet the content
they both went through was practically identical with one or two small
exceptions.

For me now, the game is in limbo. I don't want to do any ground based stuff
until after the patch for fear of wasting my energies, so I'm spending a lot
of time in space. But I'm starting to find too much space only action can
get boring.

I will probably hang around a little after the mod, but I suspect I will end
up feeling as constrained as I was in WoW and move on. As someone else has
already pointed out, I feel like I bought oranges at the shop, only to open
the bag at home to discover I got apples instead.... :-(

RobP

"Reg LeCrisp" <x@x> wrote in message
news:X6ednWynM-es1eneRVn-ig@comcast.com...
quote:

> Yes, very good post. Here is a developer take on it. SWG is in the midst
> of this right now.
>
> http://www.next-gen.biz/index.php?o...=1468&Itemid=35
>
> Jeff Hickman
>
> My rant is about how, as game developers, the fact that we often make
> changes to core pieces of our games after we launch. It's a critical
> error. We've made changes to our games that were core changes and, while I
> can't say they were detrimental to our game, they probably didn't achieve
> the goals we wanted them to achieve.
>
> As we make these games, we attract a certain type of player. They come to
> our game because of the things we put in there. The core functionality,
> the systems, the gameplay we put in, and then for whatever reason, because
> we see another game that looks really cool, that's maybe doing better than
> us, or we want to change our billing structure to make more money, or
> whatever the reason happens to be, we come out and make a systems change
> to our game, and what does it do? It alienates our current players. The
> people who are playing our game right now.
>
> We go out and say, ''you know what, we want more of those players, we want
> that 3.5 million from that game over there.' So instead of sticking to
> the thing that our players really love, we " So instead of sticking to the
> thing that our players really love, we start changing it. And now we're
> alienating the players playing our game, losing our subscribers."
> - Jeff Hickmanstart changing it. And now we're alienating the players
> playing our game, losing our subscribers. The 3.5 million who are over
> there playing that game, they're happy. They're playing that game
> already. We're not attracting them - or, it's very difficult to attract
> them. So the chance that you're taking as a developer making those
> changes is so huge. And you see it happen all the time. If you look at
> the games out there, there's not many big games - or small games that have
> not made that error. So, that's my rant.
>
>
> <Skinner1@hotmail.com> wrote in message
> news:4mp7n19c5nmo6aeq02pu2emk64njus3gjq@4ax.com...
>
>



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