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All Posts by Dundee - 186 found

2/22/07 5:43 PM
Viewed 9039, Replies 169

Originally posted by ShiloFields
Thanks for responding.

The issue isn't necessarily reliance on quests, but rather JTL's basic design of the professions being Rebel Pilot, Imperial Pilot, and Neutral Pilot.Once that dynamic was set up the conflict with the Star Wars cannon was bound to happen.  If you had made Pilot a single profession or (or multiple professions) and then used various quests and non-faction specific ships to advance that would have been fine.  Once people reached master pilot, (or sooner if they felt lucky) they could go get their faction specific ship, and risk the penaties. The factional quests, and risk of PvP attack, could have been for after you are leveled up.


Ahh, might have been some requirements there of which you are unaware...

You can't set up your systems to be in conflict with the basic principle of the cannon, even if that means the alternative is unfun to some or even most people.


Ack!  "Unfun to most people" is no alternative at all. At risk of drifting off the topic of Who is to blame, really? and into more general design...

If you fail to abide by this principle, you don't even have a Star Wars game, even if its generically fun.  Prior to SOE shooting itself in foot with CU and in the head with NGE, the fundamental conflict with the cannon is the real reason the game was never a mega sucess.  You either screw over the cannon and get the NGE or some different heresy or you are faithful to it and you turn off the casual players and even people accustomed to more conventional MMOs.


We got that as "not star warsy enough".

2/22/07 5:04 PM
Viewed 2201, Replies 66

Originally posted by Obee
Hardly addressing any concerns raise by the players about the current publish is a very good indication that Smed's "We need to communicate better" post was nothing more than BS.

This publish was on its way out when Smed said that and when BlixTev became lead designer.

Give him a chance, or don't give him a chance... whatever floats you.

But you have to give him one publish at least, if you're giving a chance at all.

And even then, not blame him for every thing you don't like. It's not all any one person's call. Realize the next publish is likely already planned, too (and if re-planned, it'll be 'cause Smed made them chuck it, not BlixTev).

Or don't. I mean, whatever.

I just thought you'd better off with a lead designer that "gets" pre-CU in a way few other people do...

If not, well, sorry for getting your hopes up.

Don't be too hard on him, though, 'cause he didn't make what he was given.


This publish was delayed several times

Oh. Well... bummer. There are only so many of those you get before it starts looking worthwhile to pinch it off and plan the following publish around the fixes.

Is there nothing good in it? Or is the concern that it will never be fixed?


 

2/22/07 4:14 PM
Viewed 6500, Replies 130

Originally posted by lorechaser
I'm very much curious about the average poster in this thread.  I know I'm not the usual demographic for an MMO - I'm 32, have a couple kids, with another on the way.  I've been in professional jobs for 11 or so years, and have been a manager for several of those.

I'm 38. I have two teen boys. I was divorced for 13 years or so , vowed never to marry again, and now have been re-married for almost 11 months, exactly. I worked blue-collar jobs  'til I managed to create a database design position out of a boxes-moving position. My hobby was BBS door game programming before Windows and the internet came along, then designing/implementing/running a couple of UO emu's for a few years. Then Sony hired me for SWG as a world builder, after not hiring me as a Systems Designer, and put me to work on systems.

I implemented the "lair" system, which is what made a pile of leaves and some mobs (creatures, npcs, etc.), made more mobs when you shot the leaves, spawned some more at half-hitpoints, and so on... you know how it worked. It also "packed up" all the mobs (and the pile of leaves) when no players were around, so as not to have masses of critters out in the wilderness when no players were anywhere near.

Then AI for creatures and NPCs, and the baby taming, training, growing, etc. pet system: then mangled it to support faction NPC s and droid-"programming".

I also did the first CH revision: the one that stopped them all running around with three grual maullers (or whatever the most broken-balanced pet of the day was) with the barest of CH skills.

Yeah, nerf. But c'mon!

Then post launch, off to JtL. Then RotW after that.

Back to Live, I worked on Live Bugs. Fixing them, this time.

Then the NGE came along.

So I believe Freeman when he says that he didn't like it, but he did it.

Well, "it" was a lot of things. I liked some more than others.

I even buy the original post to some degree - maybe Cao likes it, maybe he doesn't.  But his position supports it, so he has to do the best he can with what he has, and try to make people like it.  And no, he's not going to quit his job over it.  He may be actively pursuing *new* jobs, and will take one in a heartbeat, but in the real world, you don't just quit for your principles unless you can truly afford to.

Cao earned my loyalty quick, too. I wasn't looking to quit.

Freeman said what his vision of the NGE was - some small changes, some updates, some new systems.  Obviously, his vision didn't go in.

I wasn't speaking of the NGE, there, but of the post-launch combat system fixes. My preference was for some minor things, but I worked on JtL and a revamp was put in motion.

He was given what his vision would now be, and he worked it.  Again, I sympathize.  The fact that he's in here, taking all the shit he's taking from people who are bitter (and make no mistake - I am bitter.  I think the decisions made were short-sighted, misinformed, and sometimes out right hubris, and they killed the glory of SWG), and just telling us what he can.  That's hard.  Dude has no reason to do that, except that he really means it.  He's not a corporate shill, he's not even an employee at this point.  He's just a guy telling us what he can.

I appreciate that, even though I'm not all as innocent with regard to my NGE enthusiasm as you describe there.

Wouldn't have made a difference, but I wish now I'd found it harder to ignore the vet players.

Or well... I wish a lot of things.

2/22/07 3:22 PM
Viewed 2201, Replies 66

Originally posted by iskareot


In fact after seeing it again , Jeff I hope you take that back.

I mean come on.... thats almost a insult to about fifty thousand people that posted "Whats wrong" with the game...



Ok, but there's a post listing publish issues, on mmorpg's SWG Vet's Refuge forum, to a former SOE employee...

That's a different approach, but not a better one.

2/22/07 3:19 PM
Viewed 2201, Replies 66

Originally posted by iskareot

No Jeff it's been over a fucking year or more of people telling the team what is wrong....


I meant post what's wrong with this patch. They do go back and look at those posts.

Not calling you out on  this but come on, how many times should we post whats wrong... how many people do we need to explain this to?   There is countless lists, countless information and with some insight of mere logging in to play, one can see whats wrong.


Can't just login and see what is important to you, though.

At what point do people stop saying "no" to what people want and start considering what they "do" want.

Camps... yeah camps....lol Give back ranger and now you have a need for the camps...

It's just so sad to see people accept things instead of expecting them anymore.


But basically isn't your position that no one should play, and those playing should be convinced to quit even if they like it?

2/22/07 3:02 PM
Viewed 9039, Replies 169

Originally posted by ShiloFields
P.S.  I do hold you responsible, well least partially, for the way the ships were handled in JTL (i.e. rebel players in X-wings were not attackable by imperial players in Tie fighters and vice versu)  since you were the lead person and I brought this issue up to you in beta and you defended the design in a hotly debated thread about that and players in faction flight uniforms not being overt.  But I could see how a creative director making everyone else toe the line on staying true to the movies could have shown you the error of your ways, which is why I say partially.


Obviously, we went with a very quest-driven thing with JtL. I think that necessitated some freedom from PvP.

The arguments to force PvP there were too shallow, I thought: in that they just called for overt/attackable status. To do it, I think we'd have had to redesign what "content" was in JtL. Much less reliance on quests, much more on... I don't know, a system that never got designed, because we went with the quest-thing.

Otherwise, I don't think it would have felt very true to the movies at all, but more like getting ganked upon launching into space, being blocked from playing the content, getting frustrated: versus flying an X-Wing, shooting TIE fighters, like Star Wars, even if occasionally you were forced to ignore a TIE-Advanced with a goofy name.

2/22/07 11:43 AM
Viewed 1282, Replies 44

Originally posted by Genwa
Jeff surely knows why SOE can't bring PreCU servers.

I've offered a couple of guess. But if I knew and they didn't want to tell you, then I couldn't ell you either.

 He also surely knows if there is anything big coming to SWG...

Definitely not. I haven't been on the project for a long time, and don't work there any more.

But if I did, I couldn't tell you.

But he doesn't want to tell us, so nothing is wrong here.

What I want has nothing to do with it.

 Everyone, who enjoyed PreCU, still hates him along with SOE.

Oh, I think you're exaggerating.

2/22/07 11:21 AM
Viewed 1282, Replies 44

Originally posted by Aikes

You don't expect an honest reply do you?

 

You don't expect a dishonest one, do you?


2/22/07 10:42 AM
Viewed 6500, Replies 130

Originally posted by AfroPuff
Name a human endeavour that doesn't involve creativity. Movies and television series are scheduled all the time.

And... movies go over-schedule and over-budget all the time, too. They also have a long shelf-life post-launch i which to recoup any additional money spent waiting to launch them until they are done. If they run out of money in development, they go in a can until more money can be found - sometimes they stay in that can, but other times they do re-emerge.

Games have one shot: launch. If they cost more to make than that gets them, then they'll likely never make a profit. There's no movie channel or tv network syndication or DVD release for games.

Television shows can hit a deadline, but those actors frequently work some crazy hours. If they're nailing it time and again, it's because they're making the same thing over and over and not involving much creativity.

"NFL Roster Change 200x" might be comparable.

 I agree that the software title should be 'finished' before the decision to ship is made, but that's not a valid execuse for ACME software studio expecting an unlimited amount of time and monkeys.

Oh, sorry. Unlimited, no. Didn't realize I was arguing the crazy position.

2/22/07 10:25 AM
Viewed 9039, Replies 169

Originally posted by Newsound
I just wanted to say thank you Mr. Freeman for taking your time to post here. Your posts have in some areas cleared things up quite a bit, though in others may have clouded a little.  I just hope that nobody has to go through all the crap no matter what side of the fence you were on that came with the NGE ever again. I think all involved have learned alot.

I do have a question though... although I do not know if you can answer it.


I have seen in a few of your posts that you  refer to a Creative Director or lack there of. Now I have a few thoughts on this.

Was Raph  made an exec. to move him from the project? In order to move the game in a different direction?

You guys... have the most cynical minds. I assume he was made Executive Creative Director (of All The Company) because they wanted him at that level.

They waited until after SWG launched.

The game wasn't taken in a different direction: we knew we had JtL to do right now. Plus a handful of "post launch features" like vehicles, mounts, and player cities: not implemented as "a different direction", but as they were only moved to post launch for lack of time.


To me it dose not make a whole lot of sense to promote such a key position without having anyone in mind to replace them. My guess that that is your point. If so I would have to agree.

Seems they either thought that since the game was launched, we were ok. Or that since we had months of work to do before anyone got creative on us, they had months to hire a replacement.


So my question is as far as you know SWG still dose not have it's own CD? In one of your posts you stated:

Cao has been the Studio Creative Director the whole time he's been there, dual-wielding as SWG's CD 'cause it needed one.

I don't know about now. Couldn't say. When I was there we usually had Lead Content and Lead Systems. The CD authority was easily assumed by a producer, but the consistent creative direction? On a small team, a Lead Designer will do (JtL had Lead Designer , Lead Content  Designer, and Lead Systems Designer, with the LD providing creative direction, and producers managing production).

So I don't know what the team structure is now... 

2/22/07 9:56 AM
Viewed 9039, Replies 169

Originally posted by wolfmann

Well, first let me say this:

Freeman, you may or may not have had a big hand in the NGE, but the damage of the NGE and the loss of the ONLY game on the market that actually offered me something more than a themepark "diablo/koreangrind/dungeonromp/Whack-A-Mole" type of play has made me weary.

If such a game ever arrives again, I just can't risk having you or any of the other SOE devs that in their mind thought that  "this part of the NGE is fun!!". I would not buy that game if any of those people were even within a gastanks distance of the developement.


What about that first one, pre-CU? Those devs were ok?

As for LEC and SWG? When SWG was released, guess what games were advertised on Star Wars websites, Star Wars magazines, Star Wars comics and Star Wars books? Not SWG.  It was barely advertised..And yet it became quickly one of the top MMORPG's until WoW launched with a massive Add campaign(wich also featured adds in Star Wars magazines..).


Yeh, publishers handle that stuff, not developers.

By the time they started advertising SWG, it was too late, the game had been CU'ed and later NGE'ed, and too many pissed off customers were around.


I remember!

2/22/07 9:50 AM
Viewed 9039, Replies 169

Originally posted by Shayde
Not squashing bugs and a complete lack of content was the reason SWG declined.

Now who was responsible for both? Oh, that's right.. $OE!


If you are the developer and I am the publisher, I want to see your publish plans ahead of time. I want to see your schedule. I want to see how many resources are assigned to what. And then I want you to explain why everything. And then, I will sign-off. Or not.

So, who is to blame if you do what?

How about if you, as the developer, once or maybe even twice planned the right thing, but I said no? And I can, because I am the publisher.


Point being, there's somewhere between shared responsibility and ultimate accountability you're missing.

If you could not log in, that was all SOE. Otherwise? There's a developer/publisher relationship working.

2/22/07 9:42 AM
Viewed 9039, Replies 169

Originally posted by War_Dancer
Yes, realisticly I can. Alot of those droping numbers were from other SoE fuck ups, things like the xp nerf or the root changes kept pissing more players off for no good reason. Adding to the game instead of constantly re-working the games basic systems or undermining it's strengths (adding more and more loot to the detrement of the crafting economy) would have been a better move. Then throw in the fact that SWG, as alot of us have found out since the NGE, was a very unique game that players would have come back to because there is little else on the market that has all the PreCUs features or even the CUs features.

and all that is even before going into the way they did the NGE.


This was the point I tried to make earlier, when I said the NGE wasn't really the problem, but rather all the things that lead to that point.

2/22/07 9:35 AM
Viewed 9039, Replies 169

Originally posted by Obee
You're using the term "lie" when the term "misrinterpretation" would be more valid.  I don't think claiming your post expressed enthusiasm for the new combat system would be either a "lie" or a "misenterpretation".  You calimed as late as yesterday that you think the psuedo FPS combat system was more 'fun' than the old 'tab and spam' system.

You're using terms that indicate a growing hostility, which is bad if you're intention is to mend some fences.

It's the same few folk who keep doing it though. Tossing out that misinterpretation with a presentation attached to ensure the reader sees things just so.

Not just posting a bit out of context, then saying what they think it means; but posting with a prelude, then out of context text with bold, italics and colors to emphasize what hadn't been emphasized, and concluded with statements that look like facts and sound like facts, to ensure that it can only be interpreted the way they want it to be interpreted.

If "lie" is too strong, misinterpretation is too weak. Particularly when the show is repeated... everywhere.

2/22/07 9:27 AM
Viewed 9039, Replies 169

Originally posted by HudsonD
Let's put it simply Mr Freeman, and use a nice iconic and starwarsy analogy.
As far as we're concerned, it's like you were a crewman on the deathstar when it blew up Alderaan. You might have disagreed with the move, you might have opposed it as much as possible, you might have left (or get fired) right after, but you were still on the thing when it blew up a lovely peaceful planet. That might not make you as guilty as Tarkin, or the guy that pushed the button... But you're not exactly clean either and no one here is going to forget that fact.

That is completely understandable.

2/22/07 8:44 AM
Viewed 6500, Replies 130

Originally posted by Max_Torps
I really get the impressions that the MMO industry has NO project management skill base or that they only play lip service to it - this is a fairly reasonable conclusion given the number of failed projects and disappointed customer base.


Some projects are better managed than others. JtL was a dream.

Games are creative works though, and creativity is difficult to schedule.

I think the real solution is going to be to take as long as it takes, or cancel it and start work on something else.

Good project management may, at best, ensure it only takes as long as it takes.

2/22/07 8:33 AM
Viewed 6500, Replies 130

Originally posted by kairaene
Okay, Mr. Freeman.  You've been quite sporting about answering the questions you can and acknowledging the questions you cant answer for whatever reasons there might be.  I appreciate your position.  It was your job.  So many people here act like they have never had a job where some idiot boss shows up and demands something you know is ignorant but hey...he's the boss.  So, get at it right?  I understand that totally. 

I've protested the blanket condemnations of the entire development team for entire the NGE, and the statements that I personally engineered it, promoted it, pushed it, sold it, insisted on it until both companies caved to my will; and every change in the NGE sprung forth from my evil heart.


So, I wont quibble about the blame and who said what and why.  Just had some general questions. 

PreCU in its last known state before the CU was getting decent but many of the things that were broken at launch remained broken then and to this day still are.  I was just wondering why the game was never really brought into a state of solid gameplay?   Bugs/specials rarely fixed.   I'm just going to make an assumption that most of the "powers that be" would rather spend money on coding expansions and new features to drag in new players rather than fixing current gamecode?

It's a matter of prioritizing a bug fix vs. a new thing: sometimes a new thing keeps a subscriber longer than fixing a bug. Expansions definitely bring in more new people than bug fixes. 'Course you want to do everything, but you can't.

Just always felt like SWG-PreCU was a game that never really got finished.  Was it really too much for the dev team to handle?  Was the base code too hard to work with?  So often it seemed like something like a special firing would break something oddly unrelated.  I could either attribute this to a bad framework for the gamecode or inept programmers breaking things accidently or carelessly as they piddle about in the game code. 

I'm gonna pass on that one.

I speak of this from a very minimal understanding of coding and what is involved so maybe my interpretation of events is a bit skewed.  Just curious.  

Thanks :)

I wrote AI and pets and I can tell you it wasn't all bad coding. Some of it was bad design. :P

2/22/07 8:18 AM
Viewed 6500, Replies 130

Originally posted by PyscoJuggalo
LA had to sign off on a complete change to a game with their IP, right?

Smed had to sign off on a complete change to one of the titles in his company, right?

Ward and Smed are the only two people who I know deserve blame for the NGE.  BUT- do they deserve all the blame, is my question.

No one - or even two - deserves all the blame.


2/22/07 8:09 AM