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Re: Pre-Cu CU

CasualMakerCasualMaker Member UncommonPosts: 862
Shayde, thanks for the Combat Rebalance docs.  I read them at some point, but had forgotten just how much of them made it into the CU.  Aside the the egregious tampering with crafting, the main differences were apparently to enhance the mass appeal (i.e. make it like every other MMO on the market): levels, loot, WASD default, particle-effect eye candy and magic spells (can you say "Bacta"...?).

I doubt I would have quit if the CR had gone live (without the CU junk!), tho I was less than pleased with it.  It was a major violation of the KISS principle: some good ideas, but also a lot of fixing things that were not really broken.  I still think they would have done better to tweak around SWG's balance points, where small inputs have large effects.  Reducing the buffs on secondary stats was such a balance point: altering player behavior, changing grouping patterns, altering armor choices, and changing how 'smiths build and market weapons and armor.

The reason given for not doing the above was that a piecemeal approach to SWG's problems would involve an "endless" series of balance passes.  Oh, like THAT hasn't happened anyway!  The good side of the piecemeal approach is that if (oh, who are we kidding - when!) some of the changes don't work out right, you can easily shift back to a less broken state.


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