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Member
(04-24-2012, 04:33 PM)
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#451
Its selling point was that you could exist in the Star Wars universe. You could hunt things, take part in the civil war, visit locations from the films, books, and comics. You'd encounter iconic characters. In that you had a few quest lines (the themeparks which I think were there before the combat upgrade), mission terminals (ala Anarchy Online) that provided random content for you to deal with either solo or as a group to get better rewards. Bounty Hunters could actually hunt other players via mission terminals I believe. If you want to craft you could. You could even have factories out in the field gathering materials.If you wanted to build a city you could. Have a house in the middle of nowhere where you can be alone you could do that as well. If you wanted to fly in space and dogfight it out with Imperials, Rebels, or pirates you eventually could as well. If you wanted to just hang out in the cities, spaceports, or out in the middle of nowhere you could. You were your characters and you got out of it what you put into it. A "epic" storyline wasn't needed to push you or to make you feel important. I think this a problem with mmos in general. Many (not all) don't allow you to just exist in the world you are playing in. Don't allow you to really just pretend for a few hours. Edit: Hmm. I think I finally understand (in words) what my problem with recent mmos are and what I'm really looking for that I'd not finding. Wow.
Last edited by Effect; 04-24-2012 at 04:36 PM.
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Member
(04-24-2012, 04:36 PM)
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#452
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Member
(04-24-2012, 04:39 PM)
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#454
Was it more from a dislike of the game or that more mmos were releasing around that time and people were willing to try more games? I think Everquest 2, City of Heroes, and World of Warcraft all came out a year after it.
Last edited by Effect; 04-24-2012 at 04:41 PM.
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Member
(04-24-2012, 04:41 PM)
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#455
You are right at the perception but people still keep buying the games in droves. Also you exempt the Lego games which is pretty shitty on your part given that SW Lego sells better than any other Lego game, meaning the license has its power Also how do you know they misjudged anything, by this time in its life cycle two other big time big license MMO's had went under (DC Online and Star Trek Online). But DC Universe and Star Trek are shitty no power license too right? Wow @ this thread, some of the unreal shit being said (sigh)
Last edited by markatisu; 04-24-2012 at 04:43 PM.
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Member
(04-24-2012, 04:45 PM)
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#456
You are also dealing with a game that was pre WOW culture and sub numbers. Game peaked at around 400k people only after launch and it was just down hill after. Combat upgrade was meant with alot of disdain as well..... all of this was pre NGE and their attempt to simplify the game into something more WoW like. SWG was great in concept, but it was a massive failure. It did have lot of great things about it, but it had ton of bad that caused ppl to drop it.
Last edited by BattleMonkey; 04-24-2012 at 04:48 PM.
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Member
(04-24-2012, 04:47 PM)
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#457
Like I said earlier, the problem is they played it too safe with SWTOR's features. I mean generic skill trees for character progression when so many other games have done it better. Even Rift pulled the skill tree system off by making it new and semi unique. The stories are great and they have kept me playing so far, but I wont lie and say I don't spacebar through everything besides class specific story lines. If they want to continue growing, and not see a downward spiral off lost subs, they need to move away from the simplistic creation of more raids, flashpoints, and warzones and give us something more substantial. Ship housing, better space combat, outfit slots, better ambiance on the worlds, better performance, dynamic events, world PvP and sieges, and the list goes on. |
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Member
(04-24-2012, 04:48 PM)
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#458
Last edited by Effect; 04-24-2012 at 05:05 PM.
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Member
(04-24-2012, 04:58 PM)
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#460
The effect you're talking about is to keep the two factions from entering the other faction's main base, Mos Ila or Anchorhead. They put fatigue zones in that you can only cross by using a faction speeder point.
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Member
(04-24-2012, 04:59 PM)
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#461
Yeah, Force Unleashed was huge, sales wise, and could have been the kick start of a new line of mature oriented SW games, but no... they went ahead and fucked that up as well with the sequel. I dismissed the Lego games because they aren´t oriented to the target audience we are talking about here, gamer´s old enough to play mmo´s and recognize the SW brand as the main pull and not the added flavor. Harry Potter Lego sold like hot cakes as well, while many other HP games failed to make an impact... why? because it´s the "Lego" gameplay that makes the sale, not the other way around. In the end, would you buy another Force Unleashed game? after what they did with the sequel. |
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Member
(04-24-2012, 05:03 PM)
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#462
The fatigue zones are the games fake walls (end of the game world). |
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Member
(04-24-2012, 05:08 PM)
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#464
The problem I ran into with TOR is just that I don't have the patience for endgame. I'm in a guild I like and could potentially run a bunch of high-level instances, but I don't really want to run hard modes and shitty dailies over and over to get the gear I'd need to be useful.
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Member
(04-24-2012, 05:11 PM)
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#465
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Member
(04-24-2012, 05:15 PM)
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#466
No they don't, you can get to the pub areas and vice versa through various travel routes in game on that planet. The fatigue zones block various paths as artifical barriers but nothing stops you from getting into other faction areas. The recent event also required it to do various parts of the event.
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Member
(04-24-2012, 05:28 PM)
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#467
And I think the lack of balance in SWG was part of what made the game great. There is no rule that all classes *must* be balanced. Asymmetrical gameplay is a lot more interesting to me than perfectly tuned e-sport style balancing. Life is asymmetrical! Some people are BA warriors, some valued doctors, and others extremely wealthy merchants. That game was just too ambitious. But I would rather have too much ambition than cookie-cutter copycats at this point. |
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Member
(04-24-2012, 05:38 PM)
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#468
SWG was old school and great for it's social aspects though. |
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Member
(04-24-2012, 05:40 PM)
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#469
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Member
(04-24-2012, 07:39 PM)
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#470
I know the reasons *why* but it's still poor, modular design. A world should be open and there are other ways to keep players out of opposing faction's cities.
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Member
(04-24-2012, 10:40 PM)
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#471
This sort of thing iss not quite as black and white as some now believe. |
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Banned
(04-25-2012, 12:27 AM)
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#473
I think the #1 problem with this game is it's lack of Mac support. Mac users are a large portion of the type of people who would frequently play an MMO like TOR these days. If you go to any university you will notice how the vast majority of students are using Macs, and I know that most of my friends have Mac laptops as well. Mac support has had a lot to do with the success of Starcraft 2 & WOW, cutting out Mac just doesn't make sense if you want a large online user base these days.
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Banned
(04-25-2012, 02:53 AM)
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#474
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Member
(04-25-2012, 02:58 AM)
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#475
![]() Unless the SWG Emu team eventually finishes the damn thing. |
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Member
(04-25-2012, 03:02 AM)
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#476
He's not right that it's the #1 problem, but it may be relevant. I have a friend who games on a macbook pro, and he was interested in TOR until he found out it was bootcamp only. And a LOT of people do use macbooks nowadays, at least from a casual glance around any college or graduate school.
Actually all my friends who play MMOs were interested in TOR, but for one reason or another they ended up not buying it, I was the only one. |
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needs to fix his kismet
(04-25-2012, 04:32 AM)
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#480
Have someone who knows how to make mmo's Kickstarter a sandbox mmo because no publisher is going to for the foreseeable future.
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Online Ho Champ
(04-25-2012, 04:33 AM)
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#481
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