I´ve been playing Star Wars Galaxies for the last couple of years and unfortunately the game is ending.
I´d like to share with you some of the cool stuff from SWG that I´d like to see in this game, and any other for that matter.
Traders: A class that manufactures all sorts of things, weapons, armor, the lot.
Sure, you loot stuff as you kill mobs and get rewards from quests, but a good trader
makes better stuff, at a price....
Economy: Trading, selling, buying, negotiating for the things you want.
Sell your old stuff to a newbie, get credits, buy the new cool stuff.
Player housing: Where do you put your rewards and show them off to your mates?
In your house, that you decorate yourself! It also gives a welcome break from combat.
Social meeting points: Where you hang out with your mates, to get the latest info and gossip.
This is also where you make connections with others.
Co-op? It aint no MMO without it, just another multiplayer, so i hope thats gonna be part of it.
Or the game wont last for 6 months, tops.
/Atheenah


Just some reflections, having played Galaxies...
Started by Atheenah Lightheart, Nov 06 2011 10:58 PM
6 replies to this topic
#1
Posted 06 November 2011 - 10:58 PM
#2
Posted 06 November 2011 - 11:30 PM
Hey, this isn't really an MMO in that sense.
it is, in your words, "Just another multiplayer".
it is, in your words, "Just another multiplayer".
#3
Posted 06 November 2011 - 11:39 PM
Well, not an MMORPG which everyone assumes is automatically the same as 'MMO' when the truth is anything but.[/i]
But let's get to the ideas put forth:
Hmmmm...Mechanic/Tinker skill? Turn raw salvage or damaged parts from the battlefield plunder into working components?
That *might* have potential.
Economy would be tied to this - user-crafted gear being better than 'stock' would create a demand and so on from that.
P-O House: um, maybe a 'merc corp office/barracks/hangar' and the social locations would be the Harlech Hiring Halls.
As for co-op, well, that seems to be the whole POINT of having 'guilds' - so ppl can fight together instead of in a random-picked group.
Oh, and by-the-way, you DO know that this is just an MMO, NOT and MMORPG right? There might well be no actual graphical simulation of anything off of the battlefield, a la World of Tanks.
...or this might end up more like CrimeCraft: Bleedout - that's more of a shooter, but it's got the crafting/trading elements you mention; still not an RPG like you think this is going to be...
But let's get to the ideas put forth:
Hmmmm...Mechanic/Tinker skill? Turn raw salvage or damaged parts from the battlefield plunder into working components?
That *might* have potential.
Economy would be tied to this - user-crafted gear being better than 'stock' would create a demand and so on from that.
P-O House: um, maybe a 'merc corp office/barracks/hangar' and the social locations would be the Harlech Hiring Halls.
As for co-op, well, that seems to be the whole POINT of having 'guilds' - so ppl can fight together instead of in a random-picked group.
Oh, and by-the-way, you DO know that this is just an MMO, NOT and MMORPG right? There might well be no actual graphical simulation of anything off of the battlefield, a la World of Tanks.
...or this might end up more like CrimeCraft: Bleedout - that's more of a shooter, but it's got the crafting/trading elements you mention; still not an RPG like you think this is going to be...
Edited by empath, 06 November 2011 - 11:40 PM.
#4
Posted 07 November 2011 - 01:56 AM

I could have SWORN I said "...like you seem to think this is going to be..."
Many apologies for putting words in yer mouth!

#5
Posted 08 November 2011 - 03:57 AM
Ok, i didnt make a distinction between MMO and MMORPG, but my point was more:
Make the concept more than just "go-there-kill-20-of-that-go-there-kill-20-of that" that i see i many
MMO´s today. I dont want to make comparisons between two games, i just want to point out some
positive things based on prior experience.
When you have leveled up to highest level, the endgame blues hits you; its all the same monotonous killing,
more or less. Endgame content is crucial to keeping players interested.
If you dont have any depth, you loose players at this point, so something more than just killing is necessary.
Make the concept more than just "go-there-kill-20-of-that-go-there-kill-20-of that" that i see i many
MMO´s today. I dont want to make comparisons between two games, i just want to point out some
positive things based on prior experience.
When you have leveled up to highest level, the endgame blues hits you; its all the same monotonous killing,
more or less. Endgame content is crucial to keeping players interested.
If you dont have any depth, you loose players at this point, so something more than just killing is necessary.
#6
Posted 08 November 2011 - 04:51 AM
Atheenah Lightheart, on 08 November 2011 - 03:57 AM, said:
When you have leveled up to highest level, the endgame blues hits you; its all the same monotonous killing,
more or less. Endgame content is crucial to keeping players interested.
If you dont have any depth, you loose players at this point, so something more than just killing is necessary.
more or less. Endgame content is crucial to keeping players interested.
If you dont have any depth, you loose players at this point, so something more than just killing is necessary.
That is because in a lot of MMO's the game is in the levelling itself.
I'm not a mechwarrior vet but I've played some of the games and they were very fun simulations, in singleplayer and with multiplayer.
The game here with multiplayer will be killing the opposition with the skillful application of team tactics using a networked battlefield. There wont be any 'grinding' for xp where you wander around the woods shooting banthas.
What the developers face is the challenge of :
- *providing the player with a desire to play more- (through levelling addiction, or awesome gameplay, or both!)
- *giving incentive to spend money without making it unfair for those who do not (this maintains a large and healthy playerbase without making F2P players wampas to grind)
- *Doing both these things while staying true to the simulation roots of the series. (fan service= fan loyalty and a great game)
Someone on the forums already made the point quite eloquently that if an out of mech portion of the game (a house for example, as you suggest, or a shopping centre where you walk around and buy tools and pets and guns) where to be included- each corridor or element rendered was a mech or weapon or element that is excluded from the core game experience.
Compare this opportunity cost to the simple solution of an ingame menu where you select your loadout, customise etc.
Now that said, I agree with some of your points.
Coop missions would be a cool edition, especially to ease new players into the game.
They said that it's something they wanted to implement but they wont have it at launch.
I hope an economy is part of the game- trading and so on between players and guilds.
I just disagree that any of this should happen outside the ingame, prelaunch screens or the mech itself.
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