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Why do you play galaxies?


Manny C

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Ok im a FORMER galaxies player, i stopped playing b4 jump to lightspeed came out, and i just said to myself "what the hell do i play this game for? what's my motivation?" and i realised that i lacked one.

 

Out of interest, and with all the new releases, and having a large amount of time passed since i came to my epiphany, what are the things that make this game enjoyable for you to play? Why do you spend your time on it?

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yeah fair enough i guess.

Im an avid starwars guy and i bought SWG for that very reason, but i just felt like it didnt deliver a genuine starwars experience, all i seemed to do was go out into the middle of nowhere with a bunch of people and shoot creatures, which, if you ask me, isnt perticularly starwarsy. I know there are other professions, and i tried a couple of them, but im more of a combat person and combat just didn't appeal to me. The space expansion stuff looks promising, but other than flying around what is there to do with your ship? what is combat like? is it more like X-wing series or rogue squadron arcadyness?

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Guest DarthMaulUK

Its funny how for over a year I have been saying that SWGalaxies has nothing to do with Star Wars. Finally, SOE admit that (and still take your money in the process!). Ive always loved the community - I even set up a guild, which was hard work but fun and we had great times.

 

Space combat is boring. Lack of content and for me, its nothing like real time space combat. If you look closely, your ship just rotates 360o so theres no actual dog fighting feeling at all. You just get dizzy.

 

DMUK

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in denial.

 

 

Damn...i was sort of trying to see if it's changed much, doesnt really sound like it. I heard like everyone is a jedi now too? One thing i did like was PVP, but since jedi started cropping up everywhere its kinda impossible to win with a non-jedi character (i didnt want to be a jedi, it goes against continuity, despite the fact that you see them running up and down the streets of coronet holding lightsabers with "Jedi Knight" stamped on their forheads. or...just above their foreheads)

 

Now, I don't know about you, but there are certain key parts of galaxies which i found to be elementally flawed when I played. I don't know how many of these have been addressed, but feel free to tell me if it has.

 

Firstly, I think the skills/profession system is whack (speaking of which, is this system used by ANY other game? if not, do you think there's a reason for it?? HMM??). Firstly, I find it strange that your personal attributes (intelligence, strength perception, whatever) have absolutely no bearing on your skills. Now I know it allows for backtracking and starting over with skills, but to be honest why the hell do we always have to do that?? Why cant i learn how to do more things at once? have people's brain capacity deteriorated in the years between now and Starwars time?

 

Another problem with the skill system, just because you managed to shoot 1500 rancors with a lightning gun doesnt mean you're as good as you possibly ever can be with that gun, skills for different objects, items, actions etc should be continuous. That way people aren't limited in how good they can be. I saw this as the major problem with PVP, too, I mean, I get master fencer/master commando, and i cant beat an average-good jedi guy. Shouldn't I be able to just train more?

 

Thirdly, I think there are too many different types of experience. This is largely a problem again with the profession system, because there are so many different professions, half of them have their own types of experience. This eventually makes the game rather dull because you end up doing the one thing over and over and over in order to get anywhere.

 

That brings me to the last thing: Jedi. Now, if I had my way, I would have put a limit on the number of jedi per server to begin with, but it's too late for that now. Because it IS too late for that, I think there isn't much that can be done (way to screw the pooch on that one SOE) so unfortunately, for now i guess SWG players have to put up with armor clad jedi running around living peacefully with stormtroopers.

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ok so i guess u gotta be says "gee we know the problems, we want solutions". Now I hardly think SOE, who let these problems get into the game in the first place are going to bother, they're probably too busy rolling around in the cash they continue to make from the thousands of avid fanboys who love starwars too much to see fault in their precious precious SWG, and have subsequently eliminated all ties to the real world save for the rent, food and other, less savoury bodily requirements (dont worry guys, you aren't half as bad as those freaky Everquest people...*shudder*). But what the hell, I'll tell you how I think they could be solved.

 

Firstly, I think almost all of the nasty issues could be solved by altering the skill system. While i dont see why they didnt base it on the SWRPG system to begin with, it is a bit too late to change it that radically seeing as so much depends on the system they have now. I think if, like i mentioned earlier, they built the skill system more fundamentally on attributes like most RPG's, then firstly they could limit the amount of different experiences, and make it so you can personalise your character better.

 

Secondly i think skills shouldn't be confined to professions. They should keep skill trees and so on but not confine skills to "professions". instead of "commando" they should have something like "heavy weapons", like a feat, and that gives you access to many different branching skills in the area of "heavy weapons". Also in doing this, don't make it like a fixed amount that you can learn, that way you can just continue to get better rather than being limited to the prefixed ability of a "master" profession. This would balance the game immensly because non-jedi characters wouldnt have to be so crap.

If they ran things on prerequisites, then it would be similar to the profession system but without the constriction.

For example, I have a combat focussed character, he is strong, perceptive and agile.

He has a high level in using pistols, rifles and carbines, and wants to specialise in heavy weapons. He needs to have level 20 in all weapon classes to access this feat. He gains "heavy weapons" off a trainer, and now has access to a new branch of skills including rocket launcher and grenade launcher, and he can continue leveling these up as much as he wants. The title "novice commando" requires that he have the heavy weapons feat and level 20 hand to hand combat. (dont worry about the numbers i just made them up)

 

In essence its pretty much similar to the skill system already there except it isnt as limited and constricting, allowing for better personalization and ever increasing skills. This way you can potentially have no 2 "master commandos" who are the same, whereas the way they have it now, we all know exactly what levels in different weapons a "master commando/master teras kasi" person is.

 

By doing it like this, they essentially keep the skills they have but just make it so that A: you dont need pointless extra skills like hand to hand to get the skills you want (i mean seriously, why do you need hand to hand to use heavy weapons?) and B: it lets the player personalise the character and make them as good at something as they have time for. The way it is now, there ARE no boba fetts because everyone is limited in how good they can be.

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