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Can someone please explain to me why SWG was so awesome


SkateOnTrees

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Honestly I never played it. spent most of my time during these years playing either Everquest or Final Fantasy 11.

 

Not sure I entirely understand this sandbox concept

 

also heard they actually had bounties and people hung in cantinas on regular basis

 

so why did a game that sounds this awesome/immersive get tossed in the trash?

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It was awful.

 

People liked it for the relationships they had while playing.

 

Also, certain Star Wars fans will love anything if you let them build a house on Tatooine.

 

It wasn't a game, it was a big, empty world with very little to do. It just happened to be Star Wars. These are the same people that like the prequels.

 

It's all rose colored glasses. SWG was terrible.

Edited by JustTed
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It was awful.

 

 

SWG was terrible.

 

 

 

No.... It wasn't

 

(See I have an opinion as well ;) )

 

 

There was a lot more than what you described. May not have been your cup of tea but the fact remains (and this CANNOT be disputed) that everyone has their own opinion of the game.

 

I played from launch to about 6 years straight and then went back now and again until it shut down.

 

Again, opinion. I am not correct nor am I wrong.

 

To you it was awful... To me, it was the best MMO experience I have had.

 

to each his/her own, I suppose

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It was awful.

 

People liked it for the relationships they had while playing.

 

Also, certain Star Wars fans will love anything if you let them build a house on Tatooine.

 

It wasn't a game, it was a big, empty world with very little to do. It just happened to be Star Wars. These are the same people that like the prequels.

 

It's all rose colored glasses. SWG was terrible.

 

I didn't mind it too much, and it had some nice ideas.

 

It definetly needed some work all MMOs at launch do. Sadly, instead of taking a scalpel to it, they took a chainsaw.

Edited by Tic-
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No.... It wasn't

 

(See I have an opinion as well ;) )

 

There was a lot more than what you described. May not have been your cup of tea but the fact remains (and this CANNOT be disputed) that everyone has their own opinion of the game.

 

I played from launch to about 6 years straight and then went back now and again until it shut down.

 

Again, opinion. I am not correct nor am I wrong.

 

To you it was awful... To me, it was the best MMO experience I have had.

 

to each his/her own, I suppose

 

You like the prequels, don't you?

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I personally enjoyed it because of how strongly it puts all the players together one way or another. Here are some of my main reasons why I enjoyed it.

 

1. The ability to put a bounty on someones head and a Bounty Hunter doing anything to claim the bounty. The Bounty Hunting was especially my favorite part searching for your targets using droids, traveling worlds to find him, patiently waiting for him to be alone grinding or going in guns blazing in the middle of a city.

 

2. Socializing in Cantinas while getting buffs from the dancers/musicians. That's where you get your latest gossip/drama or just kicking back and relaxing with other players.

 

3. Lining up in front of the starport on Coruscant to buy buffs from the doctors who were actual players not npcs.

 

4. Every crafting profession actually had an important role in the game, farming materials in the middle of that rancor planet (I forgot the name) or crafting medicine buffs in hospitals and a bunch more.

 

5. There were no levels, just talent trees in professions that you grind up, there were about 32 of these if I recall correctly. You were able to spec into different professions at once.

 

6. Unique way of unlocking a special profession which was Force Sensitive. This was the coolest thing I've ever experienced in an MMO. You had to work hard to earn your force sensitivity, grinding for months or collecting rare holocrons which made unlocking slightly easier. After unlocking this it was so rewarding even though being a Jedi didn't mean you were overpowered but slightly a bit stronger than the normal people. You had to do your best to hide that you were a Jedi by wearing normal civilian clothes or armor. Most times I never knew I'd be next to a Jedi until all of a sudden a bounty hunter comes in and the dude next to me pulls out a lightsaber and starts fighting the hunter.

 

7. The space missions were so much more fun that had a little dog fighting in it against npcs or other players of the opposite faction. I liked this way better than our current point and shoot space missions.

 

These are just some of the reasons, there are a ton more but I can't remember for the life of me, it has been years since I last played.

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The caveat here is that I am referring to the pre-NGE version of SWTOR. Post-NGE, there is nothing that I can use to recommend SWG that SWTOR does not do at least as well, and generally better.

 

1. The crafting - it was fairly easy to do, but complex and required a reasonable commitment

in time and effort to do it well and master it.

 

2. The sandbox - while SWTOR leads you through the planets in a pretty linear manner, SWG allowed you to do pretty much whatever you pleased. The downside of this was a perceived lack of content because there was no storyline to provide a backbone to the experience - just generic quests and a few themeparks to provide isolated linked quests that resembled a storyline.

Effectively, SWG gave you a universe and let you explore it. SWTOR takes you on a package holiday, with a charter guide who tells you which things to visit.

 

3. The skill system - You do not want to use one of the archetypal classes? No problem... get the experience in the specific areas you want and learn those specific skills. You are bored with the skills or class you are playing? Fine, drop the skills and start working to get the experience in the area you want.

 

4. A wide range of playable races - At least initially, the individual races had different racial benefits, but you were not restricted to human, human with cybernetics, human with green skin, human with no eyes, Twi'Lek, Zabrak, human with red skin or human with blue skin.

 

5. Space combat - I enjoy the rail shooter in SWTOR as a bit of mindless fun, but I would actually like to, you know, fly my starship?

 

6. Player housing/cities - Nothing builds a community spirit between people like having house next door to your fellows.

 

7. Atmosphere - The planets felt huge. SWTOR has done well by borrowing some of the music from SWG, but the music, wind effects and other effects (sandstorms on Tatooine for example) definitely made it feel as though each planet was large and worth exploring.

 

8. Cantinas - If you wanted to socialise (i.e. not fight and not craft), you could do so by playing as an Entertainer. There was a viable use for cantinas, which were the social hubs of the game.

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You like the prequels, don't you?

 

Yes, and every book that came out (read them all, have hard copies on most and the rest on audiobook). (The books were way better than the movies, in my opinion)

 

I like the Clone wars, I like all of the Star wars games.

 

Your point is what, exactly?

 

That I am a Star Wars Fan? That "Any True Star Wars fan" does not like the prequels? Really? Well that would be wrong, because this Star Wars fan Likes them very much.

 

You don't have to like anything Star Wars if you don't want to. Let me rephrase that: You don't have to like the Prequels if you do not want to. That is your opinion. You are most entitled to it.

 

But simply because I enjoy the Prequels that is supposed to prove some sort of point?

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I personally enjoyed it because of how strongly it puts all the players together one way or another. Here are some of my main reasons why I enjoyed it.

 

1. The ability to put a bounty on someones head and a Bounty Hunter doing anything to claim the bounty. The Bounty Hunting was especially my favorite part searching for your targets using droids, traveling worlds to find him, patiently waiting for him to be alone grinding or going in guns blazing in the middle of a city.

 

2. Socializing in Cantinas while getting buffs from the dancers/musicians. That's where you get your latest gossip/drama or just kicking back and relaxing with other players.

 

3. Lining up in front of the starport on Coruscant to buy buffs from the doctors who were actual players not npcs.

 

4. Every crafting profession actually had an important role in the game, farming materials in the middle of that rancor planet (I forgot the name) or crafting medicine buffs in hospitals and a bunch more.

 

5. There were no levels, just talent trees in professions that you grind up, there were about 32 of these if I recall correctly. You were able to spec into different professions at once.

 

6. Unique way of unlocking a special profession which was Force Sensitive. This was the coolest thing I've ever experienced in an MMO. You had to work hard to earn your force sensitivity, grinding for months or collecting rare holocrons which made unlocking slightly easier. After unlocking this it was so rewarding even though being a Jedi didn't mean you were overpowered but slightly a bit stronger than the normal people. You had to do your best to hide that you were a Jedi by wearing normal civilian clothes or armor. Most times I never knew I'd be next to a Jedi until all of a sudden a bounty hunter comes in and the dude next to me pulls out a lightsaber and starts fighting the hunter.

 

7. The space missions were so much more fun that had a little dog fighting in it against npcs or other players of the opposite faction. I liked this way better than our current point and shoot space missions.

 

These are just some of the reasons, there are a ton more but I can't remember for the life of me, it has been years since I last played.

 

Sounds legit honestly. Too bad TOR is based around a period in star wars lore where there were hundreds of sith and jedis, so having the option to be one or the other but making it more difficult to obtain so it felt more "unique" simply can't be there. I imagine it was that way because SWG was set in a later time, maybe during the OT period? I never played it so I don't know. It would make sense since there were very little jedi/sith and you had to search for rare artifacts of earlier times to unlock the teachings to become sensitive to the force, but the concept is neat. I don't mind so much that everyone runs around with a lightsaber or that it's basically a selling point to 80% of the people who play TOR, just because of the period we are in, but it would be better if becoming one actually took some effort. Not kill things for 8 levels and then boom you have a lightsaber that is just a glowing baseball bat.

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The caveat here is that I am referring to the pre-NGE version of SWTOR. Post-NGE, there is nothing that I can use to recommend SWG that SWTOR does not do at least as well, and generally better.

 

1. The crafting - it was fairly easy to do, but complex and required a reasonable commitment

in time and effort to do it well and master it.

 

2. The sandbox - while SWTOR leads you through the planets in a pretty linear manner, SWG allowed you to do pretty much whatever you pleased. The downside of this was a perceived lack of content because there was no storyline to provide a backbone to the experience - just generic quests and a few themeparks to provide isolated linked quests that resembled a storyline.

Effectively, SWG gave you a universe and let you explore it. SWTOR takes you on a package holiday, with a charter guide who tells you which things to visit.

 

3. The skill system - You do not want to use one of the archetypal classes? No problem... get the experience in the specific areas you want and learn those specific skills. You are bored with the skills or class you are playing? Fine, drop the skills and start working to get the experience in the area you want.

 

4. A wide range of playable races - At least initially, the individual races had different racial benefits, but you were not restricted to human, human with cybernetics, human with green skin, human with no eyes, Twi'Lek, Zabrak, human with red skin or human with blue skin.

 

5. Space combat - I enjoy the rail shooter in SWTOR as a bit of mindless fun, but I would actually like to, you know, fly my starship?

 

6. Player housing/cities - Nothing builds a community spirit between people like having house next door to your fellows.

 

7. Atmosphere - The planets felt huge. SWTOR has done well by borrowing some of the music from SWG, but the music, wind effects and other effects (sandstorms on Tatooine for example) definitely made it feel as though each planet was large and worth exploring.

 

8. Cantinas - If you wanted to socialise (i.e. not fight and not craft), you could do so by playing as an Entertainer. There was a viable use for cantinas, which were the social hubs of the game.

 

Very Well Done!

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I personally enjoyed it because of how strongly it puts all the players together one way or another. Here are some of my main reasons why I enjoyed it.

 

1. The ability to put a bounty on someones head and a Bounty Hunter doing anything to claim the bounty. The Bounty Hunting was especially my favorite part searching for your targets using droids, traveling worlds to find him, patiently waiting for him to be alone grinding or going in guns blazing in the middle of a city.

 

2. Socializing in Cantinas while getting buffs from the dancers/musicians. That's where you get your latest gossip/drama or just kicking back and relaxing with other players.

 

3. Lining up in front of the starport on Coruscant to buy buffs from the doctors who were actual players not npcs.

 

4. Every crafting profession actually had an important role in the game, farming materials in the middle of that rancor planet (I forgot the name) or crafting medicine buffs in hospitals and a bunch more.

 

5. There were no levels, just talent trees in professions that you grind up, there were about 32 of these if I recall correctly. You were able to spec into different professions at once.

 

6. Unique way of unlocking a special profession which was Force Sensitive. This was the coolest thing I've ever experienced in an MMO. You had to work hard to earn your force sensitivity, grinding for months or collecting rare holocrons which made unlocking slightly easier. After unlocking this it was so rewarding even though being a Jedi didn't mean you were overpowered but slightly a bit stronger than the normal people. You had to do your best to hide that you were a Jedi by wearing normal civilian clothes or armor. Most times I never knew I'd be next to a Jedi until all of a sudden a bounty hunter comes in and the dude next to me pulls out a lightsaber and starts fighting the hunter.

 

7. The space missions were so much more fun that had a little dog fighting in it against npcs or other players of the opposite faction. I liked this way better than our current point and shoot space missions.

 

These are just some of the reasons, there are a ton more but I can't remember for the life of me, it has been years since I last played.

 

^^This Also.

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I appreciate the love for an old game. Really I do.

 

But the numbers tell the story. By the time the NGE was being released SWG was bleeding subs and had fallen to about 200,000 players.

 

The game had a lot of grind and a lot of "undirection". It wasn't friendly to those who didn't want to grind out skills, change "classes" a lot, basically wonder around the galaxy without clear direction.

 

Its was a great niche game pre NGE but personally...

 

I am sick of people comparing this game to SWG. This game was not designed with SWG in mind. It won't have the "features" of SWG and it never will.

 

TOR needs to be judged on it on merits, not compared to SWG and ranked against it. For those of you in love with SWG, this game will never be SWG.

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thats something this generation of gamers will just never understand, or never desire to understand i guess is more accurate to say

 

to actually put time and effort into a gaming experience and reap the benefits, E-peen, and everything else from achieving where others have not or cannot.

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Jesus its the topic that will never die. I played in beta and release. Like a poster stated before, its all seen through rose colored glasses. The game was insanely broken. Classes were broken, not "hey I don't do as much damage as x class" but "hey most of my skills don't work" broken (terse kasi anyone), and I could name several other classes like that. Roleplayers liked it because it was sandbox, but I think that was more because they had to hide the fact that there was zero content. Content in swg consisted of mission terminals that had you going out and killing a mound of blah blah blah. That's it. Want to talk bad launches? How about not being able to even log onto the game for a solid week or more after launch. It's all nostalgia. The game was awful. The only good thing about it was the space game. People talk about player bounties....I lol. Players 99% of the time just traded their bounties . The game sucked, it was 2003, get over it. Swtor rules BTW.
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I never did the holo-grind as I was happy with my character as he was, so I can't comment on the grind to Jedi, aside from many Jedi found it frustrating, but exiting at the same time.

 

Was the game perfect, far from it.

 

But as many people have said, it was the greatest experience they have had in an MMO, and with that I agree.

 

I have been playing MMOs for a while, and I have never seen the sense of community that SWG had in any other game (unless it is so small that everyone literally knows each other).

 

For a RPer like myself, it was a heavenly sandbox to basically do whatever you wanted, you had full access to the world, without having to worry about raiding or battlegrounds (at least in the beginning).

 

You could play at whatever pace you wanted to. Wanted to run easy missions on Corelllia, Naboo or Tatooine. Go ahead. Wanted to test your mettle on the death world that was Dathomir, go hunt some nightsisters or Rancor (at least until everyone had kinetic resist composite armor). Wanted to grind fast money on Dantooine, go do Piket missions (On Shadowfire the city I lived in Axso Summit was one of the best places to get missions from).

 

Wanted to just plain craft. You could play the game without fighting and get rich crafting. You would be surprised how many players did this to finance other toons, or just their play style, and to date is probably the most missed aspect of SWG.

 

Wanted to hang out in a Cantina. Until people perfected Macro (mostly for their holo grind) those were real people in Cantinas dancing and playing music. Places like the Mos Eisley Cantina or the Mining Outpost on Dantooine always had players to socialize or RP with.

 

Want to jump into space. Each world had a zone, you did not have to fight if you didn't want to. You could plant your star yacht with its windows looking out over a beautiful star scape with up to 8 other players and have a party. If you wanted to fight, you could jump in your trusty star fighter or crew a ship (I had many hilarious and memorable experiences in my Alliance side freighter with an intrepid crew).

 

I love TOR... it perfectly fits in what with Bioware said they were going to do. And it fits in with the themepark style gameplay which is becoming more and more prevalent in MMOs (sadly)... but SWG was far more immersive than any other MMO I have played (aside from AoC... but hey, no ones perfect.)

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So basically, it had classes that appealed to those players that play an MMO instead of using an online chat room and rather than people just running around ganking you at random had a system that rewarded people for ganking anyone you point at.

 

In addition to the game mechanic that glorifies the elitist grinders even more by letting them carry their achievements around and cutting people's limbs off in seedy cantinas with them.

 

Oh, and the crafting system I actually tried, loads of fun running around the wide open, *empty* world while occasionally looking at your scanner to find that rare material dig spot that is 5 kilometers outside of town while everyone else does the same.

 

I mean, I can understand some of the materials, but digging for vegetable matter? They make 95% of all cloth from ROOTS?

 

Oh, and then we get to the next stage, the precursor to companion gathering missions. Rather than pay money for them to do your work for you you could build your own material collectors and set them up to not even have to be logged on to get materials, FUN.

 

But then again, these games all build on the timesink mechanic anyway.

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I am sick of people comparing this game to SWG. This game was not designed with SWG in mind. It won't have the "features" of SWG and it never will.

 

 

I don't think I would "Compare" it to SWG. I would hope that the underlined part of your quote would never come true.

 

There are some great Ideas that could be put into this game, not changing it, but adding elements that could appease those who not only want to "Gear hunt" as this game is pretty much focused on , in my opinion, but to have what they would call "their immersion".

 

A couple of sandbox elements wouldn't really hurt this game at all, I feel

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I don't think I would "Compare" it to SWG. I would hope that the underlined part of your quote would never come true.

 

There are some great Ideas that could be put into this game, not changing it, but adding elements that could appease those who not only want to "Gear hunt" as this game is pretty much focused on , in my opinion, but to have what they would call "their immersion".

 

A couple of sandbox elements wouldn't really hurt this game at all, I feel

 

What I was trying to say is this game will never be sandbox based.

It will never be as grindy. The player direction will never be a mystery of class skills.

It will never be based on player cities and wondering around looking for buffs you can't get.

 

TOR is not SWG.

 

It will always be story/class based. It will always try to tunnel the player to the next objective.

 

 

Yes. This game will have some free roam "capabilities" but like WoW before it, it will always be a direction based game.

 

That said, YES, we could use some fun/interesting sandbox ideas that are not critical to progression. I think that would be very cool.

Edited by Arkerus
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Jesus its the topic that will never die. I played in beta and release. Like a poster stated before, its all seen through rose colored glasses. The game was insanely broken. Classes were broken, not "hey I don't do as much damage as x class" but "hey most of my skills don't work" broken (terse kasi anyone), and I could name several other classes like that. Roleplayers liked it because it was sandbox, but I think that was more because they had to hide the fact that there was zero content. Content in swg consisted of mission terminals that had you going out and killing a mound of blah blah blah. That's it. Want to talk bad launches? How about not being able to even log onto the game for a solid week or more after launch. It's all nostalgia. The game was awful. The only good thing about it was the space game. People talk about player bounties....I lol. Players 99% of the time just traded their bounties . The game sucked, it was 2003, get over it. Swtor rules BTW.

 

Jesus is a great topic to discuss. So is SW:TOR, so let's stay on-topic.

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