LucasArts, BioWare Announce Partnership 164
Given the swirling rumours of a KOTOR MMOG, it should come as no surprise that BioWare and Lucasarts have announced they're teaming up for a project. They don't give any really concrete details, other than to say it is 'a ground-breaking interactive entertainment product'. They've also "launched a cobranded Web site, www.LucasArtsBioWare.com. 'Through our previous collaborations, we know that BioWare has an impressive ability to blend gripping stories with technological advancements, and we believe that our upcoming product will deliver an experience that will span the traditional boundaries of video game entertainment,' LucasArts president Jim Ward said in a statement. "
KotOR2 (Score:2, Insightful)
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Clearly, you have zero clue what you're talking about.
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That game was such a frustration.
Too bad that effort to finish the game seems to have fizzled, but that's only fair.
I hope this new game
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You will find the Internet is full of surprises. At long last the community effort to restore the missing ending is nearing completion [team-gizka.org]; it appears that the main functionality is fully armed and operational, although there are a few exposed thermal exhaust ports they're working to clear up before the public release.
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Re:KotOR2 (Score:5, Funny)
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Well I find your lack of accurate star wars quotes disturbing.
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ground breaking? (Score:2)
Re:ground breaking? (Score:4, Interesting)
"But you have to have a challenge!"
Yeah, has any animal smaller than a skyscraper ever been a challenge to a guy with a gun or lightsaber in Star Wars? What? No?
Then leave the wilderness crap out of it, thanks. Elephant-sized animals should go down to one blast, like a level 1 critter in World of Warcraft. This is Star Wars, not reskinned EverQuest.
And we won't even get into the issue of a Jedi being either weak but omnipresent among players, something you have to spend months unlocking, or hard to unlock and weak. Good luck solving that issue.
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And we won't even get into the issue of a Jedi being either weak but omnipresent among players, something you have to spend months unlocking, or hard to unlock and weak. Good luck solving that issue.
I can only think of a couple real solutions.
.5% of the population can be Jedi. It would require both time and skill to become a Jedi. Jedi would be quite powerful - but the downside to becoming a Jedi would be that you could die permanently, creating an open slot for someone else to become a Jedi. Or at least be reverted to a "normal" character upon dea
1. Simply don't allow anyone to be a Jedi.
2. Create a limited number of Jedi "slots" based on the population of the shard/realm. Like say for instance only
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1. Nobody buys the MMO, as everybody wants to play a Jedi. Game fails
2. People buy the MMO, because they think they can become Jedi. They find out that they have to be hardcore to become Jedi
2a) Casual gamers quit, game fails b/c revenue from hardcores isn't enough to keep it open
2b) Casual gamers complain until Lucasarts forces Bioware to let everybody become Jedi
The problem is, Jedi are rare, and ha
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1. Nobody buys the MMO, as everybody wants to play a Jedi. Game fails
2. People buy the MMO, because they think they can become Jedi. They find out that they have to be hardcore to become Jedi
2a) Casual gamers quit, game fails b/c revenue from hardcores isn't enough to keep it open
2b) Casual gamers complain until Lucasarts forces Bioware to let everybody become Jedi
Or you make every PC a jedi and make different types of jedi and make normal people NPC's or cannon fodder. Almost everyone wants to be a bad ass jedi so let them. You make your money fulfilling peoples wishes not ignoring it or making it hard.
Re:ground breaking? (Score:4, Informative)
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Re:ground breaking? (Score:4, Insightful)
As for ripping down big buildings, that's not very star-wars either. The biggest things we see being thrown around easily are girders. You can lift an x-wing with concentration, and that's it. The force has its limits, and in a world where it's plentiful, there are other ways to balance it.
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You're setting up a false dichotomy. General Grevious would require a lot of work for a jedi to take down, epic battles could be fought against hordes of sith, large beasts with lightsaber resistance (as seen in the expanded universe) could create challenges. If Boba Fett can beat Darth Vader, then mid-level bounty hunters should give low-level jedis problems. It's true that a lightsaber makes a significant number of encounters one-shots, but against a master or a large animal it's not a matter of hitting them once, it's a matter of wearing them down through swordplay.
Well, part of the problem is that episodes I-III aren't entirely consistent (yeah, understatement, I know...) with IV-VI. General Grievous wouldn't be that difficult for a real Jedi in most situations. He's a machine. Use the force to push him off the edge, rip his limbs off, crush him into scrap metal, rip down stones to smash him, etc. etc. He's a lot smaller than an X-Wing. Yeah yeah, you can make up all kinds of "reasons" [wikia.com] why this or that boss isn't vulnerable to the force, light-sabers, etc. but then
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Qui-gon Jinn disagrees*
*yes, yes, I know it was a lot of swordplay leading up to it, but it was still one hit
Boba Fett can beat Darth Vader??? (Score:2)
In other news, Jedi can just fight Jedi. Yeah, you aren't so unique. OK. this mostly fails.
I think there is a need for hybridization here. Same for GTA style games. You don't want a MMOG GTA game beacuse it would be chaotic. Why not have servers of ten players and 1000 NPCs actually rendered in combat areas, though in a way where there is a still massive amount of people in the economy and in social areas.
Re:ground breaking? (Score:4, Funny)
Yoda: "Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. For my ally is the Force, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the Force around you; here, between you, me, the tree, the rock, everywhere, yes. Even between the land and the ship."
Actually, that quote would be better written for Yoda as:
"Size matters not. Look, me at. By my size, judge me, do you? Hmm? Hmm. And well you should not. The Force, my ally is, and a powerful ally it is. Creates it, life does, makes it grow. Surrounds us, its energy does, binds us. Not this crude matter are we, no, luminous beings. The Force around you, you must feel: here, between you, me, the tree, the rock, everywhere, yes. The land and the ship even."
Mangled, his syntax is. Begun, my impression has. Difficult times lie ahead for my wife. Talk like this, I will.
(As an aside, the best Yoda impression I ever saw was a 6'4" Scotsman with a beard like a rhododendron who said that Yoda reminded him of a randy French dwarf in a porn movie. "Take this, you will. Hee hee hmm. On you face, it will be.")
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Really? Yoda told us size doesn't matter with the force.
I dunno. Yoda has been established as pretty much the most powerful Jedi at the height of the Jedi's power. Yet it required him to focus just on the X-Wing in ESB to move it out of the swamp.
Now, granted, I hear that in the novels Luke does some light-dark combo FTW bits, but it seems to me that Vader's "the ability to destroy a planet is insignificant next to the power of the force" bit is an expression of a "theoretical" upper limit, as opposed to a practical limit (or ability, depending on how you l
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I dunno. Yoda has been established as pretty much the most powerful Jedi at the height of the Jedi's power. Yet it required him to focus just on the X-Wing in ESB to move it out of the swamp.
Yeah, but that was when he was damn near dead of old age. Also, in that scene you don't see him moving anything smaller with the force, therefore for all we know he would have needed as much effort to move a leaf or a grain of sand. According to Yoda, Luke's only limitation in regards to the size of the object was his own mind.
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Really? Yoda told us size doesn't matter with the force. So perhaps the reason we don't see more mass destruction of buildings, etc.
But Yoda also looked pretty tuckered out after the X-Wing trick. Perhaps the size matters not thing is along the lines of "Lord, I believe; help me with my disbelief." Theoretically, a Jedi could toss a mountain into the sea; in practical terms, a top level master like Yoda is still going to struggle moving an X-wing.
I don't like the uber-buffing of Jedi abilities that started with the prequels. The most satisfying portrayals of Jedi power is giving them moderately superhuman powers, sort of like movie nin
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I don't like the uber-buffing of Jedi abilities that started with the prequels.
See, that's what I don't get. I only watched the prequels once, and didn't really like them much. All my personal perceptions on how powerful the Jedi are come from the OT. The thing is, the Jedi way is defensive, not offensive. You'll never see a true Jedi wielding the full power of the force, unless it's absolutely necessary to defeat a Sith. They do only as much as needed. After watching Luke's training with Yoda, I was left with the impression that Yoda, in his better days, could have tossed that X-win
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See, that's what I don't get. I only watched the prequels once, and didn't really like them much. All my personal perceptions on how powerful the Jedi are come from the OT. The thing is, the Jedi way is defensive, not offensive. You'll never see a true Jedi wielding the full power of the force, unless it's absolutely necessary to defeat a Sith. They do only as much as needed. After watching Luke's training with Yoda, I was left with the impression that Yoda, in his better days, could have tossed that X-wing into space without breaking a sweat, and probably smacked around some Imperial Star Destroyers as well. He didn't because he was a Jedi.
Well, the influences behind the Jedi were equal parts Western white hat gunslinger, samurai hero, and Chinese -- shit, I forget the name for it, wushu or something, fictionalized historical morality plays, basically as fanciful as our westerns. One of the big points of martial arts is not mastery of others but mastery of yourself. If you are in a conflict, you don't get a grin because you now have an excuse to kick ass. You try to solve the conflict peacefully with violence being the last resort. And even
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If Yoda could knock around Star Destroyers, he could have come out of hiding and blown up the original Death Star just by looking at it. That certainly removes drama from the story. It starts to get as lame as the Christ story where you have an all-powerful God getting crucified as a sacrifice to himself to atone for the character flaws of the very people he created so he would no longer be mad at them. Huh? The point is, if Jedi are powerful enough to fling around Star Destroyers, you've removed all drama from the story. It's like watching old black and white Superman episodes where he's taking on normal human gangsters. Yawn. Where's the drama in that? It's like watching Hulk Hogan stomp on kittens.
Yeah, I thought about that too. That's probably the only *real* reason they didn't showcase the full powers they said the Jedi have. That said, here's a few more things to consider story-wise. First, one reason the Jedi didn't use their powers for such massive attacks is that such a massive disturbance in the force would surely have revealed them and likely their location to Vader and Sidious. Second, remember that at the times of the Death Stars, Yoda was either dieing or dead (leaving Luke as the only Je
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Yeah, I thought about that too. That's probably the only *real* reason they didn't showcase the full powers they said the Jedi have. That said, here's a few more things to consider story-wise. First, one reason the Jedi didn't use their powers for such massive attacks is that such a massive disturbance in the force would surely have revealed them and likely their location to Vader and Sidious. Second, remember that at the times of the Death Stars, Yoda was either dieing or dead (leaving Luke as the only Jedi), and Luke wasn't quite ready yet to do anything that massive. Heck, on the first Death Star, Luke was barely trained enough to use a lightsaber, let alone the force. Is this more nuanced and thought-out than the writers intended? Probably. But it does seem to fit.
That's still supposing the Jedi really should and do have that kind of massive power on tap. Put me in the camp of still not believing it. I mean really, if a Jedi could do that sort of thing, why did the Emperor even need a Death Star? Would it not be more terrifying if he could knock a planet's moon out of orbit and smash 'em together? But that would also be ridiculous.
The way I see it, the whole Force thing is sort of like the way personal shields were used in Dune. Frank Herbert wanted swordfights, tha
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So I'll wrap up my end by saying thanks for your insightful responses. (Even if we were massively off-topic here, heh.)
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And we won't even get into the issue of a Jedi being either weak but omnipresent among players, something you have to spend months unlocking, or hard to unlock and weak. Good luck solving that issue.
Or you can always go the Force Unleashed route and turn the Jedi into Dragonball Z characters. I still can't believe that trailer, some Jedi pulling a Star Destroyer out of the sky. Was the game's script written by a furiously masturbating 14-year old Star Wars fan or Kevin J. Anderson, a grown man with the mentality of a furiously masturbating 14-year old?
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But speculation doesn't come from nowhere, and they haven't denied it (which, if they were a person, is as good as confirmation, but who knows?), so I'm thinking that some
Well, think of it this way (Score:5, Insightful)
1. Blizzard also wasn't known as a MMO company, heck nor as a real RPG company either, before WoW. What people wanted Blizzard to announce at the time was Starcraft 2 or maybe Diablo 3. People were actually massively disappointed when Blizzard announced a MMO. (For an admittedly extreme reaction, see the VG Cats strip where Aeris mugs the Blizzard guy that announced they'll make a MMO. I'm sure a few people fancied doing that.) It sounded like something they'll surely botch, and a waste of manpower which could have been better used for something they were good at.
Needless to say, it currently has about 20 times more players than Everquest at its peak, and EQ2 peaked even lower.
2. Actually, WoW is very much playable as a single player RPG too. It does have about twice as many quests for either faction than is needed to get a player to level 70, it has more story and actually better texts than, say, Morrowind, and has more content than 10 Oblivions or so. It's certaily not _the_ best single-player RPG, but it's better than a lot of stuff we were perfectly content with, and even with the monthly fees still it's more content/buck than most.
In fact, that's my main problem with it: over time it's become increasingly difficult to find a real group for anything else than an endgame raid. Oh, you'll find a level 70 guildmate who'll be happy to run your latest alt through the Deadmines. Or even a perfect stranger if you ask nicely. (God knows I too have ran perfect stranger newbies through a ton of low level instances just because they were polite and well behaved and said "please".) But that kind of group does nothing to me. I want to feel like I actually contributed something to that group, and not like, say, may support-character priest was twiddling his undead thumbs while a level 70 mage was nuking the NPCs in wholesale.
Anyway, it _is_ used as, basically, a semi-single-player game by the majority of the population. They group when they really have to, then bugger off back to playing single-player as soon as it becomes possible. (Let's just say that even 90% of the people who were swearing that the massive level-60 MC raids are the meat of the game, went back to soloing 60 to 70 as soon as the portal to the Hellfire Peninsula opened.) The average WoW player _is_ playing a single player game with some multi-user chat channels built-in. Sorta the same as Unreal Tournament included an IRC client, except this time it's available right during the game.
So basically, even if you're a SP player, don't discount it yet just because it's MMO. A MMO can also be a good single-player game, and I wouldn't be surprised if Bioware gets that part even better done than Blizzard. In fact, if anyone can dethrone Blizzard in that one aspect, Bioware is probably the safest bet.
3. Well, allow some of us SW nerds our moment of hope, will you? Some of us awaited the launch of SWG like it's the second coming of Obi Wan. Some people kissed their wives, said goodbye to their friends, and expected to never be seen again in RL once a SW MMO opens.
And, frankly, it only appealed to a minority in the first place and disappointed everyone else. Yes, the (old-style) SWG fans will point out that it had its advantages over other MMOs at the time, such as allowing more customized characters. And I'll concede that. It had some damn good idea. But the rest sucked more ass than the vaccuum toilets on the space shuttle. It was a SW game launched without spaceships _or_ jedi, for a start. And on the ground it was a baren sandbox that made some of us look back on even the old UO more favourably. It was a DIKU with graphics and a lot of computer-generated terrain. _Empty_ computer-generated terrain, where Raph Koster expected players to just create content by role-playing with each other... without even being given much tools or props for that. Add the constant bugs and heavy-handed dev/support team, and it wasn't much fun except for a minority of the most hardcore SW fans.
A
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Or, of course, it's also entirely possible that my mind is playing tricks on me, and I saw it on a whole other comic. It's been a couple of years, so...
MMOG :) (Score:2, Interesting)
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If Blizzard was able to
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Bioware has made some good games, and created great worlds. But NWN's campaign was awful.
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Also blizzard does not have a name like Star Wars in the title. Yeah War Craft is an household name and so is Star Craft but it does not compete with Star Wars. On that note I wonder if blizzard strikes back with a Star Craft MMOG?
Star wars fans don't necessarily overlap MMORPG fans. Warcraft fans were likely diablo fans which have a significant overlap. Star trek would have enough greater overlap because both MMORPG fans and Star trek fans apparently suffer from obsessive compulsive disorders.
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What could possibly go wrong? (Score:2, Funny)
What could possibly go wrong?
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What could possibly go wrong?
PETA could find out and put a stop to the whole project.
I miss the old LucasArts (Score:5, Insightful)
Now they just make star wars games.
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I miss the old LucasArts (Score:3, Insightful)
You know, when they made good star wars games.
Now they just make bad star wars games.
Offcourse, if you are really old, you remember Lucasfilm Games as a flightsim company. Kids these days and their new fangled adventures. You want adventures, you go to Sierra.
Another company that went down the crapper.
Actually I have no idea if it was adventures or flightsim that came first.
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I would love some more Sam and Max, and even the more obscure stuff. Maybe games are like rock band CDs, and once the band gets successful their art loses its flavor.
Too bad games cost money to make.
But can I edit it? (Score:2)
** Crosses fingers and chants "XvT MMO" ** (Score:5, Interesting)
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Re:** Crosses fingers and chants "XvT MMO" ** (Score:4, Insightful)
So... why don't they release a (traditional twitchtastic) X-Wing title?
Re:** Crosses fingers and chants "XvT" ** (Score:2)
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The trick would be to concentrate on stable connections so you don't get 2 seconds of no user input and you die for reasonable specs.
But I'd spend a lot of money to ensure I had the best connection and cpu speed for such a game, and a lot for the game itself.
So much potential *drools*. I'd totally be like the chick in Indiana Jones and fall in the crevasse over this game.
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Was released to very little fanfare last year some time (other than within the dedicated hardcore sim crowd), but it's awesome. It's (finally) what Falcon 4 should have been - crashes are rare, the dynamic campaign works well and the graphics and sound are good enough. :)
No more MMOs! (Score:5, Interesting)
Some of my favorite games ever are CRPGs... Morrowind, Fallout 1 & 2, Vampire: The Masquerade and Bloodlines, Darklands (old school as hell, but one of the best games ever; we need a remake with a less-clunky interface. I'd pay new-game prices for it), Planescape: Torment, etc.
My wife's a much bigger RPGer than I am, and any trip to the PC game section of a store will draw complaints from her about how every RPG with an interesting-looking box turns out to be yet another damned MMO on closer inspection.
Re:No more MMOs! (Score:5, Informative)
Broken Hourglass
Drakensang
And of course Bioware's Dragon Age
Probably there are others.
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This really sounds promising as i hate real time combat.
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Broken Hourglass looks especially interesting. I'll have to keep an eye on these.
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Goes without saying, I'm a fan of the books.
Well, where is the money? (Score:5, Insightful)
Look at happened to poor Oblivion when it dared to charge people for a small upgrade, why they were nothing more then common fraudsters.
Meanwhile a small company called Blizzard is raking in several times what that horse armour costs EACH month PLUS they charge 5-6 times for an upgrade. Oh okay so their upgrade is a lot bigger, but people been paying them a monthly fee for years and they still want more AND get it?
Companies got to be asking themselves why they spend years on a product that if it is a big hit might make them a small fortune once while they can also spend that time making an MMO and if it is a hit make more money then they can dream off.
On the other hand, will this be an MMO? With Star Wars Galaxies still running and it still having a lousy rep and neither company having any experience (except lucasrts with destroying one) with MMO's?
We shall see. But MMO's are here to stay, because Blizzard has shown you can get some serious money from them.
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(Something like Halo can still make a lot of money without being an MMO, but I think if we're honest it's mostly selling on the appeal of multiplayer.)
If making a half-assed MMO makes you more money than a great SPG like a Planescape Torment or what have you, where's the incentive to make the great single player game? For every ma
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Look at happened to poor Oblivion when it dared to charge people for a small upgrade, why they were nothing more then common fraudsters.
Meanwhile a small company called Blizzard is raking in several times what that horse armour costs EACH month PLUS they charge 5-6 times for an upgrade. Oh okay so their upgrade is a lot bigger, but people been paying them a monthly fee for years and they still want more AND get it?
There will continue to be a market for MMO's but I'm over and done with 'em. I don't have the time for it. Getting into Oblivion now and this is where it's at. You can play the game, enjoy it, and be done with it. The problem with an MMO is you're frickin' wedded to it, unless they make it something non roleplaying like a Counterstrike or Halo.
Companies got to be asking themselves why they spend years on a product that if it is a big hit might make them a small fortune once while they can also spend that time making an MMO and if it is a hit make more money then they can dream off.
Episodic content makes sense, I don't know why Valve is having so much trouble cranking out the Half-Life episodes. If you have a good game, a good engine, and most
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Monkey Island (Score:2)
Hell, even re-release the first two on Xbox Live Arcade and I'll be happy. LeChuck's revenge was my favorite.
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So, Star Wars Galaxies 2.0? (Score:4, Informative)
I like MMO's and I liked SWG. For a while and then something happened. Through various design choices AND player actions the game got ruined.
To explain I have to tell you how SWG worked. Like most MMO's you picked a race, sex and apperance, and a class. HOWEVER that last choice had little meaning as you could pick up all the classes with just little bit of money at the start. Unlike the rigid class structures of the Everquest clones (Ultima Online is a seperate beast) in SWG your character could advance in any skill set if he/she used it. If you wanted to advance in pistol class, you had to buy the skill class of pistoleer, and then just use pistols to kill something.
The precise arrangement was a little complex but it allowed you to combine several skill sets together to make your character. Want to be a robot building sharpshooter? A medic with a big sword? A bounty hunter with passion for cooking? A jedi... ah well we will get to that. But more or less, you could.
You had the base skill set of ranged combat (pistol, carbine, rifle (and something I forgot)), melee (unarmed, sword etc) (It has been a while cut me some slack) and support skills like medic, crafter and scout.
The idea was that you would pick those skills that most suited your style of play. For a short time in the games history it worked. A lot of players had a bit of scouting skill to help with gathering resources, some had some medic skills to help with healing even if their main intrest was combat. While others took on the role of pure fighters, secure in knowing that others in their party could heal them in exchange for taking the brunt in a fight.
It more or less worked, skills sets were varied and most were of real use.
What you have to remember was that SWG had far less of the rigid level system that other games have. If you wanted too, and could afford the modest fee you could go straight to fighting rancors, sure you would be eaten, but you could.
SWG did NOT have the quest system, instead you got generic missions of the level of your party and went out to kill spawns. While it sounds less intresting then quests, it helped with one thing. Finding a group, I never had a problem. Granted this was because EVERYBODY hunter naff's but at least you didn't spend an hour LFG. NOR because of the mixed skill sets did you have to beg for a healer to join you.
Once in a while, a group would form to hunt rancors. There were no uber elites back then, just ordinary playrs with varied skills sets seeking fame and glory. A rancor group was a time to prepare, to get your best medicine from stall, repair that armour and get all your equipment checked out.
Once ready, you left, to arrive on a dark world where EVERYTHING could kick your ass. The only way to survive was in a group and to use ALL the skills you had. The best time I had in game was doing deep into rancor valley with a small group, taking shelter among friendly animals (who if a rancor came near would attack, yes my friend MMO critters who have fights amongst themselves) and hunting. Camping out, a small lighted area under a night sky while the trader tried to find some resources so the medic could make some more stimms.
Ah yes, SWG was FUN. It was adventuring.
And then, the doc buffs. SWG had some unusual systems and one was that armour reduced your recovery rates to the point where you wouldn't heal or even were simply unable to wear the armour. To counter that, there were buffs in the forms of food, but the doc buff was introduced to allow the heaviest armour to be actually used. And sony miscalculated. Because resources were dynamic in their quality, the quality if the doc buff depended on the materials players combined. THe results were far more powerfull then intended, with a decent quality doc buff, costing 20k you could walk up to a rancor nest, tap it and just area attack away, spawning rancors until the nest was destoryed and you were surrounded by half a dozen dead beasts. Who needs a jedi now?
The doc buff
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The game wasn't ruined with doc buffs for me, as I was completely unaffected. It was ruined when there were 50 other dancers competing for "views" in the same cantina and in a different group.
It was nice when I had the option to "allow" people to benefit from my healing skills (by blacklisting them before they walked in and choosing manually to unlist them) and could buff them, and they actually began tipping.
Then the next week it seemed like, it was popular knowledge that ever
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And sony miscalculated.
That line right there speaks to pretty much Sony's entire handling of that game. Yes the profession system was interesting, but horribly unrefined, as was just about every other system. And they took a "fix it on the fly" approach, which would unbalance the game in an entirely new direction.
It really did need a fairly extensive over haul like was implemented in the first CU, minus perhaps some of the more intriguing mechanics being yanked.
But it wasn't just balance that screwed that game over. It was perfo
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SWG had one fatal design flaw, the HAM system. Most of the combat problems were the result of kludgy fixes to try and deal with a poor design. Doc buffs to allow heavy armor were a kludge to accomodate the fact that armor reduced your HAM. By shoving the effects of armor, weapons, special abilities, and the damage you abosrb all into the same pools of points, it made the game a nightmare to balance. Raph Koster overthought how combat should work. For d
Well, player lore-master in Lotro (Score:2)
In Lord of the Rings Online the Lore-master and Captain classes both heal at expense of their own morale (health). So you can still seriously deplete yourselve, most combat moves of the lore-master cost morale as well, so even if you are not attacked in a battle you still end up damaged.
The HAM system was different but could have worked, I just think that you were never meant to wear the heavy armour in the way that it ended up. Perhaps it was supposed to hamsting you and have you in constant need of a med
It wasn't even slightly like the movies. (Score:2)
Then it failed the 'fun combat' system, when the tutorial failed by having the 'combat NPC' have to kill himself, as you couldn't.
Then it utterly failed by having my beginning character run out into the wilderness and thrown my body in front of womprat to be killed
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Pre CU, Pre NGE system killed swg (Score:2, Interesting)
people just got all possible bonus points for something and then created uber templates. like fencer templates that got stuff from pistoleer, fencer, teras kasi to form +120 dodge, and become unbeatable. at one time, the same toon had won an online pvp tournament of 160 people, FIVE TIMES over, WITHOUT being hit JUST ONCE. then they tried to nerf the stackers, but, what difference would it make - they
Wake up, Gabe (Score:3, Funny)
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Re:I have to wonder (Score:5, Insightful)
1- don't accept a reward: +2 light side 0 credits
2- accept reward: 0 light side 1000 credits
3- Eat his children and take his credits: 1000 credits +2 dark side +3 hp
I felt they could have nuanced it a bit.
Re:I have to wonder (Score:4, Insightful)
I think the chief problem is that RPGs are classically driven by the quest-issuing NPC. He's the guy who stands around in the marketplace saying 'Oh, won't somebody help me', and who gives you a quest when spoken to. Most of the sidequests revolve around helping these guys out.
What's the dark side option going to be? Kill him on the spot and just take the reward, that's one way, but makes the dark side game rather short and uninteresting. Better is an option like 'Turn him over to the bounty hunters who are the cause of his troubles and get a larger reward'. KOTOR had a fair few decent dark options - sell the medicine to the profiteering gangster rather than the doctor, say. KOTOR 2 was better - Kreia had some rather nasty teachings to impart, if you let her.
But in the end, I'm with the Korriban storekeeper. Why does everyone get the idea that 'dark side' always has to mean 'hooligan'?
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What's the dark side option going to be? Kill him on the spot and just take the reward, that's one way, but makes the dark side game rather short and uninteresting. Better is an option like 'Turn him over to the bounty hunters who are the cause of his troubles and get a larger reward'. KOTOR had a fair few decent dark options - sell the medicine to the profiteering gangster rather than the doctor, say. KOTOR 2 was better - Kreia had some rather nasty teachings to impart, if you let her.
I haven't had a chance to play KOTOR yet. I think if you're going to put morality in the game, it should more depend on how you go about solving the problem than something comically evil. What was it, a Police Academy movie where the kid has a cat stuck up in the tree? The gun-happy officer pulls out his ridiculously large gun and BANG! Cat falls out of the tree. Well, you never said you wanted it alive. Well, that's still kind of comic. But a better example would be you've got a nice guy being troubled by
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When you hit level 60 you'll suddenly be at level 85 wondering what the heck happened.
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Probably after the Warhammer release party.
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You mean Bioware is actually making a sequel to one of it's games without porting it to a substantially worse company? I actually wonder if new Bioware owner EA will affect this at all though...
Bioware is a developer, they don't decide which studio a sequel goes to. Lucas Arts did. Even then Obsidian didn't cock up KOTOR2 by themselves, what happened is for one reason or another lucasarts chose oblivion (likely cheaper) but pressured them to release before it was ready. Bioware didn't give in to such pressure in the past. this may be different now that they're EA Bioware.
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I'll fart Gold Rose Petals before Duke Nukem Forever comes out.
SWIPO (Score:2)
2. ????
3. Profit!!!
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Yoink!