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PostPosted: Tue Nov 18, 2003 7:24 pm 
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http://www.swarthmore.edu/SocSci/tburke1/swgmystery.html

Now this is an interesting read.

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PostPosted: Tue Nov 18, 2003 8:32 pm 
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yeah
that is definately an interesting read


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PostPosted: Tue Nov 18, 2003 8:53 pm 
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All I have to say about that article is this:

/damnTootin

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PostPosted: Tue Nov 18, 2003 9:54 pm 
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Location: Baton Rouge, LA / Kuwait / Kandahar
Here is my unorganized rant

I have seen a few SWG members with sigs saying:

Wanting SWG was more thrilling that having SWG

I have taken that text as my SWG sig. I can not help but be disappointed with this game. Many of the "Great Ideas" from the development days are not present in SWG, and the new fixes end up being more of a slap with all their unforeseen difficulties.

Couple that with the fact that the Developers do not listen to us.
  • TH was told flat out the city cap would be reached in 10-30 minutes, and he basically told us “no it wont”.
  • 90% of the problems we had after release were new to the developers even though the beta testers had been screaming about those same errors for months.
  • 2-4 months ago Holo would argue with us about this or that. Many times he would say “X” was fixed when it was not (merchant skills come to mind). Then we find out that he did not play the game at all… thus proving that he rather argue against players rather than listen to them. We were experiencing the errors then alt+tabing to tell him, yet he would tell us we were wrong even thought he did not play the game.


Do you remember the following false promises?
  • Robust Name filter
  • Casual friendly advancement (something Holo's dad could do and would want to do)
  • Baker, recipe maker, merchant interdependence. No one player could do all 3.
  • Many more…


This game has fallen very short of our expatiations. Their only course of action now is to keep us hooked, waiting for the next big addition because what we have now is not enough. How many more additions will be as disappointing to us as the Player cities were?

Oh and do not get me started about the supremely incompetent Database they are using. It seems to be scapegoat for just about all disappointments (rightly or wrongly so).


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PostPosted: Tue Nov 18, 2003 10:03 pm 
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That's not particularly much incentive to play.

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PostPosted: Tue Nov 18, 2003 11:14 pm 
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It certainly is interesting. I think it's most refreshing to see organized concerns about the game in non-rant form.

But I certainly don't agree with everything he put forth. I think all too often only the negative is focused upon.


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PostPosted: Wed Nov 19, 2003 2:44 am 
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Well, the essay in question was written in good langueage, and the points it makes are certainly true. However, it only produces once concrete example - the Weaponsmith, which is IMHO one of the better working proffesions, once you reach Master.

In any case, not enough arguments and counterarguments, just opinions thrown around without sufficient backing. There is more info in Cyrus' post above. The guy gets a B- in my book.

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PostPosted: Wed Nov 19, 2003 4:41 am 
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It was an interesting read, and his observations about persistent vs. non-persistent activities when it somes to fun mirror my experiences exactly.

I have the most fun when interacting with you guys (and gals) or roleplaying encounters with strangers. The actual things that let me make my mark on the world are mostly achieved by practicing. The other day I sat down and clicked through several dozens of Flora harvesters, making me enough GCXP to pick up Business and Domestic Arts at once. This was not very fun. It will be fun to play around with the new abilities I gained...

Edward/Rak Hagga


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