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Sony's Mistakes

Say in your opinion what screwed this game up.

I say when they first made the starter pack when they limited the classes, bounty hunters couldn't  hunt jedis, and everyone could be a jedi

when all the players before worked they're a$$e$ off to become a padawan. At this point All i did was go to the Testing Server that was like the only fun part.

 

Who Agrees?

Comments

  • Wildcat84Wildcat84 Member Posts: 2,304

    CUNGE

    Lies lies lies...

    They promised to fix our existing game... Then delivered the CU with the promise that it was necessary to deliver the CONTENT we wanted very quickly (Smedley promise).

    The content never came. We got the NGE 5 months later.

    Smedley and SOE are congenital liars. I doubt even his wife believes him.

  • sgtweppssgtwepps Member Posts: 207

    The bugs, exploits, lag and kids at the start of the game ruined it from the start. Should of polished before release.

  • LeFarseLeFarse Member Posts: 47

    Bad launch, lies, bugs and Smedley.

     

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  • sylum69sylum69 Member UncommonPosts: 100

     

    Originally posted by sgtwepps


    The bugs, exploits, lag and kids at the start of the game ruined it from the start. Should of polished before release.

     

     

    That pretty much sums it up. Vets will say that this game was awesome before CUNGE - I don't know about that. There were serious bugs and lack of content from the start that never seemed to improve. In all fairness to SOE, they did say they created a system that was extremely difficult/impractical to balance - but that that still never addressed their lackluster effort to improve the game.

    Didn't Smed say that this game was rushed after 2 years in development? Wow, most console games take 2 years to develop.

  • sgtweppssgtwepps Member Posts: 207
    Originally posted by sylum69


     
    Originally posted by sgtwepps


    The bugs, exploits, lag and kids at the start of the game ruined it from the start. Should of polished before release.

     

     

    That pretty much sums it up. Vets will say that this game was awesome before CUNGE - I don't know about that. There were serious bugs and lack of content from the start that never seemed to improve. In all fairness to SOE, they did say they created a system that was extremely difficult/impractical to balance - but that that still never addressed their lackluster effort to improve the game.

    Didn't Smed say that this game was rushed after 2 years in development? Wow, most console games take 2 years to develop.



       Pretty much sums it up, although i did have a little fun before the updates, the 'perfect game' image that they are failing to spread around is a lie, in my opinion, the game was dead the moment they released it with the bugs, being stuck in the floor for days isn't my idea of fun.

  • sylum69sylum69 Member UncommonPosts: 100

    Originally posted by sgtwepps

    Originally posted by sylum69


     
    Originally posted by sgtwepps


    The bugs, exploits, lag and kids at the start of the game ruined it from the start. Should of polished before release.

     

     

    That pretty much sums it up. Vets will say that this game was awesome before CUNGE - I don't know about that. There were serious bugs and lack of content from the start that never seemed to improve. In all fairness to SOE, they did say they created a system that was extremely difficult/impractical to balance - but that that still never addressed their lackluster effort to improve the game.

    Didn't Smed say that this game was rushed after 2 years in development? Wow, most console games take 2 years to develop.



       Pretty much sums it up, although i did have a little fun before the updates, the 'perfect game' image that they are failing to spread around is a lie, in my opinion, the game was dead the moment they released it with the bugs, being stuck in the floor for days isn't my idea of fun.

    QFT

     

    SWG was my first MMO. I remember "working" my way to bounty hunter. One of the first delivery missions I had was to deliver some datapad to a rebel spy on Tatooine. I followed the beacon from Mos Eisley to Mos Espa. When I arrived at the waypoint...no one was there.

    FUCKING AWESOME!!! The Empire killed my contact!!!, I thought.

    Yeah...after a little research, I never renewed my subscription when my trial was done. I still don't regret it.

  • xPaladinxPaladin Member UncommonPosts: 741

    Ya the game was bugged and crappish from release, but it was nothing that a devotion to content and bugfixes could've resolved. Instead, the dev team was more focused on making Jedi content and JTL.

    I personally think too many mismatched developer egos got in the way of SWG's ascent to greatness. It always seemed like everyone wanted their own spin on Star Wars and never focus on one continual vision (which would've been the creative director's job).

    That all said, fundamentally, I think their biggest mistake was underestimating the scope of the game and never letting it reach it's true potential. (No, NGE is not SWG's true potential, it's a cop out.)

    -- xpaladin

    [MMOz]
    AC1/2, AO, DAoC, EQ1/2, SoR, SWG, UO, WAR, WoW

  • WintersbiteWintersbite Member Posts: 146

    Lol, fuck me. I recon in ten years there will still be posts like this about SWG.

     

     

  • therain93therain93 Member UncommonPosts: 2,039

    First mistake was releasing 6-12 months too early, with classes incomplete and swatches of content missing.  In that timeframe, they could have delivered it all, including JtL.

  • MehjrianMehjrian Member Posts: 127

    As everyone has said, it was primarily the bugs at launch, and lack of quests. I loved the skill system, since it wasn't at all "level" based. Least they had that going for them, which kept many people playing. If they had fixed up the game they had started with, and fixed the professions so their skills worked properly, SWG preCU would have been one of the best MMO's in my opinion. Would have been different, and people like that.

  • Ycochal-intYcochal-int Member Posts: 13

    it was the lack of respect given to all of us the consumers.

    it was the mocking of our intelligence.

    they have/ had  "they will be back" careless and cold attitude toward us.

    The number one mistake.

    Forsaking thier design to capitalize on the design of the competition.

     

  • KylrathinKylrathin Member Posts: 426

    Originally posted by sgtwepps


    The bugs, exploits, lag and kids at the start of the game ruined it from the start. Should of polished before release.
    Have to agree here.  And they haven't fixed any of the above yet.

     

    The pre-CU model was the best platform I've ever seen to design a game on.  It wasn't stable (see above), and it was just a platform, but if they'd have taken the time to polish before launch (that HAS to be LA's fault), and had some more vision as far as content (not someone else's vision like it is now, kill 10 Meatlumps and report back, snooze), this game could have been so huge...

    There's a sucker born every minute. - P.T. Barnum

  • ChessackChessack Member Posts: 978

    Where to begin... The long list of SWG mistakes, from design on:

    1. Setting it in the post-ANH time period but including Jedi as a playable profession. This right here is the start and end of their problems. It forced them to make Jedi "rare", which led to the "master 6 random profession" method of unlocking, which led to AFK bots and hologrinding (because they were forcing people to play a bunch of profs they did NOT want to unlock the prof they DID want). This alone is responsible for most of the disasters that led them to try the CU/NGE in desperation. They needed to either (a) set it in the ANH time period and say "Yoda, Luke, Vader, and Palpy are it for Force Users, deal", and have a world of blasters and space ships (instead of one of glowsticks), or (b) set it in any other freaking time period except that of the original trilogy (because in every other time period for thousands of years, Jedi are plentiful in the world). This one stupid decision set the tone for the entire game, in a sense.
    2. Allowing AFK macroing using in-game macro functions. This just sends the wrong message to your player base ("we know our game is boring so you can skip it if you want"). Players should never be allowed to do this. Are some going to find a way? Yes... but you do your damnedest to prevent it, not put in tools to allow it and then, when it gets reported, say "Working as intended." It should not be intended in your design that players should be able to do anything in game without actually sitting there. Period. (Note - macros are fine... I have no problem with them... all they had to do was limit the # of function calls per click and they would have been all set... it was the looping of those macros that was the problem.)
    3. Insisting on totally revamping a partially-working class instead of just fixing the bugs. This made their work 10,000 times harder, because now instead of just patching in some lines of code, they had to build whole new systems. Add to this the fact that the original systems designers like Q and Koster had by then departed, and the new guys didn't know what the heck they were doing, and this was just asking for trouble.
    4. Making demonstrably false statements to the player base over and over again. It's one thing to make promises you intend to keep but then find out you can't. And SOE did some of that, which is forgivable. But what is not forgivable is all the times they were clearly lying through their teeth, and over and over got caught out at it. You'd think after a while they would learn.
    5. Holocrons. Huge mistake. As bad as the "grind random profs to JedI" model was, telling people what the profs were was insane. This made all the botting/macroing worse. Most people, knowing they had to find 6 random profs out of 36 (or whatever) would not bother. But if you tell them which 6, now you have grinding as a major industry in the game. It sucked the life out of the community that, up until that point, had been quite outstanding.
    6. The CU. The whole thing was a mistake. Converting a skill based game to a level based game (but trying to hide it by leaving the skill boxes in), was a mistake. Adding particle effects, taking out the really good animations and replacing them with crappy ones, was a mistake.
    7. Lying over and over again while developing the NGE - mistake.
    8. Trying to cater to WOW kiddies instead of SW fans - mistake.

    I could go on but we're just belaboring the obvious here.

    C

  • ChessackChessack Member Posts: 978

    Originally posted by Ycochal-int



    The number one mistake.
    Forsaking thier design to capitalize on the design of the competition.

    This really says it all in 2 sentences.

    C

  • DinajaDinaja Member Posts: 13

    First mistake was for sure releasing too soon.

    Mistakes afterwards included Jedi, allowing afk macroing, hologrind, player cities before fixing the game as it was.

     

    The biggest thing SWG started out as was a sandbox universe. I dont think they made a mistake by not adding a lot of Non-player created content. Forcing players to create their own content produced some interesting results. What other online game can say they had 100 people fighting against each other for hours upon hours then, after everybody had full black bars sat down together and had a huge social gathering?

    The premise of the game (not SW related) having so many options of professions- a trade off of the ones you take and dont take- needing something from pretty much every profession is pretty close to an ideal game for a lot of gamers. They changed that entire premise to a SWclone of WoW. That was their biggest mistake.

  • EichenkatzeEichenkatze Member Posts: 340

    The reason why most veterans say the game was so much better pre-CU was because back then, there was stuff to do and a community to play with. Now there really isn't any of that. The community is dwindling on failure from time to time, the game's customizability has dropped like a rock in the ocean and it just generally sucks compared to the old game- Even with the polished system that runs a little smoother. It may work nicer, yes.. but its nothing compared to the giant. 36+ professions vs 9 professions. Wow, lol. I think that was one of the bigger shocks. In the old SWG you could do just as the game installation and commercials told you.. "Now its time to live the greatest Star Wars Saga ever told.... YOURS!" but when the NGE hit especially.. it became more "Now its time to live one of the greater Star wars saga ever told of your choosing! Be your favorite hero!" Don't get me wrong, spending a day like Han Solo has its kicks.. but when i started the game.. I was Keys' Kumorrow. Not Han Solo.

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    Everquest - 2000 - '02
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    Star Wars Galaxies - '03-'06('07)
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    -Waiting on-
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