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Author Topic: SWG?  (Read 1613 times)
Jammal
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« on: June 28, 2008, 10:06:30 AM »

I am asking this hopefully and I will give my reasoning below. I really hope this game will be loosely based on the SWG MMO, because I feel there were many things that made SWG a unique experience. It also remains my opinion to this day that SWG pre-CU had more going for it than other game I have played.

Some of the main reasons why, I believe, SWG had the most potential and was the most unique experience:

1) It was possible to solo almost any content, but people sought out groups due to other mechanics in the game that made it favorable.

2) The way wounds were healed, by sitting for 5-10 minutes in the hospital or the cantina, made social interaction between players who did not know one another easy and likeable.

3) Other different social opportunities....the wait at shuttle ports, etc.

4) Completely player reliant economy. The best gear was available through the best player crafters and anyone was able to access them. Player owned vendors were kick-ass also.

5) The skill system. The ability to change your "spec" completely in about 3 days time. There were many options if you were bored.

6) A good PvP system that would have been wasy to balance if it weren't for some idiots at SOE.

7) Player housing. The ability to build, decorate and store items in your own house and build your house in a player city if you wanted. Hell, I knew people that decorated peoples houses for credits and that's about all they did in the game.

Cool Two factions that were easy to buy into and hated each other. If the other faction had bases up the opposite faction wanted them to come down.




Those are my beliefs. I, also, believe that if this game incorporates most of the above systems in a logical and in-depth way then we could be looking at the next blockbuster MMO.

JMHO.



Jammal - <BoT>
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viake
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« Reply #1 on: June 28, 2008, 05:55:06 PM »

As an ex swg player I've been looking for ages for an mmo that will offer the same expereinces that it did pre cu.  Key was the opportunities for social interaction and the freedom to do just about anything.  I don't want a swg clone - there were flaws -  but there was a lot of good stuff that turned it into an expereince that I would gladly repeat.  Looking at the social and economic aspects of swg and seeing how the principles would fit into this game would be good.  I'm not hoping for the next blockbuster/ wow-killer, although I'm sure that Masthead's shareholders wouldnt object :-),  I'm looking for an in-depth mmo that offers me as much choice as I can cope with :-) and will draw me into the world and make me want to play my character not play the game just to hit certain milestones
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Viake

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Moll
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« Reply #2 on: June 30, 2008, 02:39:37 AM »

Hi there!

Welcome to Earthrise! Smiley If you haven't found the SWG discussion yet, it's totally this way:
http://forums.play-earthrise.com/index.php?topic=116.0

Also, you may want to take a look at the QOTW threads, lots of stuff in there you might find some relevant answers.
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viake
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« Reply #3 on: June 30, 2008, 05:01:25 AM »

Thanks for the guidance Moll
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Viake

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« Reply #4 on: June 30, 2008, 12:58:54 PM »

Just wanted to add my two cents and totally agree with this assessment. The ability to make a fully custom character, unique to your playing style is what i have been waiting for. I checked out after the NGE and I'm so happy that someone has really taken this concept and run with it. Looking forward to beta and supporting your efforts.
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Devildog1
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« Reply #5 on: July 16, 2008, 01:07:23 AM »

From the QOTW threads there are a lot of similarities to Pre-CU SWG that we all loved and Masthead has also expanded a lot these and made thier own excellent features too!
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kordova
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« Reply #6 on: July 17, 2008, 10:33:46 AM »

I expect most if not all pre-NGE SWG refugees will feel right at home with Earthrise. I bet that's at least 150k subscriptions alone, as a conservative estimate.
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Batts
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« Reply #7 on: July 17, 2008, 01:30:38 PM »

pre nge had alot of nice things done right,  especially the social system and creature handler (best pet class ive ever played) though alot was broken. id like to see earthrise do alot with its own ideas though. too much copying/franchising going on in mmos these days and its hard to find something truely unique in a AAA title
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« Reply #8 on: July 17, 2008, 09:03:23 PM »

1) It was possible to solo almost any content, but people sought out groups due to other mechanics in the game that made it favorable.

I don't know for sure, but I do think that a good majority of the content in Earthrise will be soloable, but there will be advantages to traveling in groups since all of Enterra (Earthrise's World) will be a pvp area.

2) The way wounds were healed, by sitting for 5-10 minutes in the hospital or the cantina, made social interaction between players who did not know one another easy and likeable.

I don't think we're going to have to go to any medical facilities and wait to heal up (a plus imo), because it seams like Earthrise will have items that players can use to heal themselves/each other like drugs/medical technology.

3) Other different social opportunities....the wait at shuttle ports, etc.

There will be other social opportunities in Earthrise, just due to the nature of the economy. We may possibly even have social areas to go to, though, we haven't heard anything official about that (that I remember off the top of my head at least).

4) Completely player reliant economy. The best gear was available through the best player crafters and anyone was able to access them. Player owned vendors were kick-ass also.

The economy in Earthrise will be completely player driven. Everything in the game will be craftable including weapons, armor, medical technologies, pharmaceuticals, mechs, guild buildings, and various other items. Every item is made up of various sub-components and can be broken down so the sub-components can be used in other tradeskilling processes.

5) The skill system. The ability to change your "spec" completely in about 3 days time. There were many options if you were bored.

Earthrise's skill system will work a bit differently than SWG's. We won't be able to re-spec our skills, so we have to actually gain those skills through practicing them (another good feature if you ask me). Skills will be on a scale of 1-100, and organized into skill trees. When our skills reach certain levels we'll gain abilities which will provide passive effects that we need to keep active. Theoretically it's possible for a player to max out every skill, but even then, a player couldn't use every skill, because available skills are based upon the equipment the user is wearing. From what I understand of it, equipment requires certain levels of attributes (strength, stamina, dexterity, that kinda thing) to equip, and we'll be able to re-spec these attributes so we can use different skill lines.

6) A good PvP system that would have been wasy to balance if it weren't for some idiots at SOE.

Looks to me like the devs are trying to balance the pvp system as best they can. Smiley Can't really say much until we've tried it though!

7) Player housing. The ability to build, decorate and store items in your own house and build your house in a player city if you wanted. Hell, I knew people that decorated peoples houses for credits and that's about all they did in the game.

Earthrise won't have player housing at launch, but Masthead is looking at the possibility as a future addition.

Cool Two factions that were easy to buy into and hated each other. If the other faction had bases up the opposite faction wanted them to come down.

We've got that!


Those are my beliefs. I, also, believe that if this game incorporates most of the above systems in a logical and in-depth way then we could be looking at the next blockbuster MMO.
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