Interleaved revisionism? How exactly do you consider my post, which discussed in detail my actual experiences with the new system, among other things, to be devoid of substance? Disagree if you like, and I realize you are incapable of civility, but your disagreement doesn't render all other opinions invalid; neither does it erase others' words from existence. A reference to revisionism here is absurd; certainly not all disagreement is revisionism. Those words would at least stand as an impressive display of your vocabulary, if they had not appeared as part of the truly regrettable phrase "the biggest crap of interleaved revisionism."
You've chosen to reply to my post specifically, surely to display your poorly executed personal attacks, but you would be well advised to constrain the content of your reply to subject matter which is clearly related to the original post. In other words, how do weapon caps and certifications or crafting achievements relate directly to anything I said? I'm sure you had a good reason to mention them, but rather than demonstrating the relationship, you chose to simply rant maniacally. I very clearly discussed how functional the game appeared to me upon playing it. If you had specific grievances with my account of my experiences, you should have aired them, but it is beyond useless to simply say you don't understand how any sane player could say that the character level system doesn't ruin the game; such statement is a waste of your time in writing it and a waste of everyone else's time in reading it. Certainly my experience with the new system is limited, and I conceded as much in my original post, but the fact is, and I found it surprising myself, SWG is very functional with regard to my character at least.
You've cheated yourself in saying that it took you two years to achieve your padawans, as I don't think SWG itself is that old. Regardless, I understand it's taken you a long time, and if I had to guess, I'd say the reason for the delay was some combination of the attitude on display here, directed at the original system for unlocking, and your own ineptitude. I realize "[your] game was building communities," but that's a thin excuse. Really, it's not as though you had to sit in meetings with developers on a daily basis, or take calls from utilities, zoning boards, etc. Perhaps you had to respond to an unsually, even extraordinarily, high number of tells and emails, but given the simplicity of the old combat system, I cannot imagine that any amount of simultaneous conversations would interfere with grinding combat professions. Oh, and 12 out of 480 people remaining? Apparently your community-building game was as effective as your Jedi-unlocking game. Blame it on the CU, though, by all means.
Easily my favorite part of your post is when you chastise me for "running away because a 'revamp' affected me." What are you doing here then? I did not like what was done with SWG in publish 9, so I walked away. You don't like what's being done with this publish, so you shriek and weep, and attack those who disagree with you, and you find this behavior not only acceptable but actually superior. Does the hypocrisy not register at all with you? You have dared to presume to criticize me for a more stable variation of the same sort of reaction you were exhibiting even in typing out your insults. You are fighting for the game you love though, I'm sure, which gives your drama-queen antics a righteousness that my reaction lacked, I suppose. I must admit, I find this fascinating even taking into consideration the overtly juvenile nature of your post. I'm also curious as to whether you've told your 468 AWOL friends how you feel about them running away because a "revamp" affected them.
I also enjoy the overall self-destructiveness of your post. I almost regret mentioning it, on the slim chance that you will give these words any consideration whatsoever, but hostile, flame-strewn, essentially rambling posts like yours are rarely if ever taken seriously, even when they contai
First, my background: I was a SWG subscriber from launch, after having joined at the beginning of beta 3, until the Jedi revamp, which went live in June 04. After mastering all 32 original professions to unlock my Jedi in May 04, I found the Jedi revamp completely intolerable, and I canceled my account on the day the revamp went live. I then renewed my subscription to try JtL in October 04 and have maintained it since, although this week, post-CU, was the first time I'd engaged in any sort of non-space activity since I canceled last June.
That said, my initial impression of the CU is that it is a good thing (will be a good thing, with a more complete balancing effort, and assuming that something is done about the Jedi, which have been completely overlooked and thus rendered utterly unplayable in large numbers by this patch) for the core game behind SWG but possibly a bad thing for what SWG has become. By that I mean that the CU has addressed many of flaws present in SWG's design since its release, but by this point in time, the only people still playing SWG were those who either had no objection to those flaws or who had made their peace with those flaws. In my opinion, the most glaring of these flaws included the presence of a few dramatically overpowered professions, most notably TKA and rifleman; the general overpowering of all professions so that very few PvE encounters were challenging to any character with at least one elite mastery; the rudimentary combat system, which consisted of little more than pressing a single hotkey, corresponding to the character's best attack, a dozen or so times and then waiting for either the target to drop dead or for those initial attacks to execute, so that more may be queued - this combat system was so primitive and one-dimensional that it is laughable to suggest it is even possible for it to have been dumbed down; the poorly considered HAM system, which led to some attacks (head shot, head hit, mind shot, eye shot, etc.) being considerably more powerful than others by simple virtue of being the only attacks which target the nearly-unhealable mind pool; the knockdown / dizzy combinations, which could effectively freeze characters in a supine position, thus subject to greatly increased damage taken, for extended lengths of time, and which applied equally to NPCs and creatures and so was in itself responsible for a great deal of the PvE imbalances; the wildly unbalanced doctor buffs, which made even new characters close to invincible and capable of a nearly endless series of special attacks, in addition to rendering meaningless for all the penalties for wearing armor; the wildly unbalanced and practically indefensible combat medic poisons and diseases; the irrationality of some combat professions requiring greater prerequisites than others, yet not being proportionally more powerful in return. All of these were glaring weaknesses in SWG to my eyes, yet many people continued to enjoy the game in spite of, perhaps because of, the presence of these elements, so it is understandable that these people would not like the overhaul of SWG as it stands.
My character was a level 54 master pikeman / master brawler / novice medic (in addition to master merchant) when I first logged in after the CU, and, after spending half an hour figuring out what all the new attacks were meant to do, I found combat to be immediately more interesting than under the old system, although more detail is needed, as some attacks meant to act as debuffs (leg hit, for example) aren't giving any feedback at all, so it's difficult to tell whether the debuff effect even took hold, not to mention what exactly the debuff did, if it did work. This could simply be the effect of having new abilities to try; whether combat remains interesting will hinge on how useful these debuffs and state changes prove to be, as if not, players will quickly return to pressing the same button repeatedly, which at least could conceivably be set as the auto-attack under the new system. With no armor, I found single targets in
Interleaved revisionism? How exactly do you consider my post, which discussed in detail my actual experiences with the new system, among other things, to be devoid of substance? Disagree if you like, and I realize you are incapable of civility, but your disagreement doesn't render all other opinions invalid; neither does it erase others' words from existence. A reference to revisionism here is absurd; certainly not all disagreement is revisionism. Those words would at least stand as an impressive display of your vocabulary, if they had not appeared as part of the truly regrettable phrase "the biggest crap of interleaved revisionism."
You've chosen to reply to my post specifically, surely to display your poorly executed personal attacks, but you would be well advised to constrain the content of your reply to subject matter which is clearly related to the original post. In other words, how do weapon caps and certifications or crafting achievements relate directly to anything I said? I'm sure you had a good reason to mention them, but rather than demonstrating the relationship, you chose to simply rant maniacally. I very clearly discussed how functional the game appeared to me upon playing it. If you had specific grievances with my account of my experiences, you should have aired them, but it is beyond useless to simply say you don't understand how any sane player could say that the character level system doesn't ruin the game; such statement is a waste of your time in writing it and a waste of everyone else's time in reading it. Certainly my experience with the new system is limited, and I conceded as much in my original post, but the fact is, and I found it surprising myself, SWG is very functional with regard to my character at least.
You've cheated yourself in saying that it took you two years to achieve your padawans, as I don't think SWG itself is that old. Regardless, I understand it's taken you a long time, and if I had to guess, I'd say the reason for the delay was some combination of the attitude on display here, directed at the original system for unlocking, and your own ineptitude. I realize "[your] game was building communities," but that's a thin excuse. Really, it's not as though you had to sit in meetings with developers on a daily basis, or take calls from utilities, zoning boards, etc. Perhaps you had to respond to an unsually, even extraordinarily, high number of tells and emails, but given the simplicity of the old combat system, I cannot imagine that any amount of simultaneous conversations would interfere with grinding combat professions. Oh, and 12 out of 480 people remaining? Apparently your community-building game was as effective as your Jedi-unlocking game. Blame it on the CU, though, by all means.
Easily my favorite part of your post is when you chastise me for "running away because a 'revamp' affected me." What are you doing here then? I did not like what was done with SWG in publish 9, so I walked away. You don't like what's being done with this publish, so you shriek and weep, and attack those who disagree with you, and you find this behavior not only acceptable but actually superior. Does the hypocrisy not register at all with you? You have dared to presume to criticize me for a more stable variation of the same sort of reaction you were exhibiting even in typing out your insults. You are fighting for the game you love though, I'm sure, which gives your drama-queen antics a righteousness that my reaction lacked, I suppose. I must admit, I find this fascinating even taking into consideration the overtly juvenile nature of your post. I'm also curious as to whether you've told your 468 AWOL friends how you feel about them running away because a "revamp" affected them.
I also enjoy the overall self-destructiveness of your post. I almost regret mentioning it, on the slim chance that you will give these words any consideration whatsoever, but hostile, flame-strewn, essentially rambling posts like yours are rarely if ever taken seriously, even when they contai
First, my background: I was a SWG subscriber from launch, after having joined at the beginning of beta 3, until the Jedi revamp, which went live in June 04. After mastering all 32 original professions to unlock my Jedi in May 04, I found the Jedi revamp completely intolerable, and I canceled my account on the day the revamp went live. I then renewed my subscription to try JtL in October 04 and have maintained it since, although this week, post-CU, was the first time I'd engaged in any sort of non-space activity since I canceled last June.
That said, my initial impression of the CU is that it is a good thing (will be a good thing, with a more complete balancing effort, and assuming that something is done about the Jedi, which have been completely overlooked and thus rendered utterly unplayable in large numbers by this patch) for the core game behind SWG but possibly a bad thing for what SWG has become. By that I mean that the CU has addressed many of flaws present in SWG's design since its release, but by this point in time, the only people still playing SWG were those who either had no objection to those flaws or who had made their peace with those flaws. In my opinion, the most glaring of these flaws included the presence of a few dramatically overpowered professions, most notably TKA and rifleman; the general overpowering of all professions so that very few PvE encounters were challenging to any character with at least one elite mastery; the rudimentary combat system, which consisted of little more than pressing a single hotkey, corresponding to the character's best attack, a dozen or so times and then waiting for either the target to drop dead or for those initial attacks to execute, so that more may be queued - this combat system was so primitive and one-dimensional that it is laughable to suggest it is even possible for it to have been dumbed down; the poorly considered HAM system, which led to some attacks (head shot, head hit, mind shot, eye shot, etc.) being considerably more powerful than others by simple virtue of being the only attacks which target the nearly-unhealable mind pool; the knockdown / dizzy combinations, which could effectively freeze characters in a supine position, thus subject to greatly increased damage taken, for extended lengths of time, and which applied equally to NPCs and creatures and so was in itself responsible for a great deal of the PvE imbalances; the wildly unbalanced doctor buffs, which made even new characters close to invincible and capable of a nearly endless series of special attacks, in addition to rendering meaningless for all the penalties for wearing armor; the wildly unbalanced and practically indefensible combat medic poisons and diseases; the irrationality of some combat professions requiring greater prerequisites than others, yet not being proportionally more powerful in return. All of these were glaring weaknesses in SWG to my eyes, yet many people continued to enjoy the game in spite of, perhaps because of, the presence of these elements, so it is understandable that these people would not like the overhaul of SWG as it stands.
My character was a level 54 master pikeman / master brawler / novice medic (in addition to master merchant) when I first logged in after the CU, and, after spending half an hour figuring out what all the new attacks were meant to do, I found combat to be immediately more interesting than under the old system, although more detail is needed, as some attacks meant to act as debuffs (leg hit, for example) aren't giving any feedback at all, so it's difficult to tell whether the debuff effect even took hold, not to mention what exactly the debuff did, if it did work. This could simply be the effect of having new abilities to try; whether combat remains interesting will hinge on how useful these debuffs and state changes prove to be, as if not, players will quickly return to pressing the same button repeatedly, which at least could conceivably be set as the auto-attack under the new system. With no armor, I found single targets in