| Username | eagle4x4 |
| Real Name | |
| Rank | Apprentice Member |
| Joined | January 26, 2006 |
| Gender | Male |
| Age | (hidden) |
| Location | Eagle Mountain, UT, United States |
| Last Visit | September 7, 2008 |
| Post Count | 236 |
| Biography | SWG - One of the original Master Rangers (retired) |
| Quote | -Beer is proof that God loves us and wants us to be happy. - Ben Franklin |
First wife - required constant attention so me playing hours upon hours of SSI "gold box" games like "Pool Of Radiance" and "Curse Of The Azure Bonds" probably didn't help an already doomed marriage.
Current Wife - I explained to her while we were dating what my hobbies were and that I had no intention of changing - ever.
I did this so she would know what she was getting into.
We have been married for 16 years now and she has never said one word about my gaming.![]()
That's my 2 cents.
Cheers!
Originally posted by Dkevlar
Originally posted by Malickiebloo
Pre-cu and Cu really didn't have much content at all , Quests didn't do a thing to help you progress back then . Some people prefer this avenue of progression .
Note: I never have been into questing personally . Yet still can't see how being a cu/pre-cu player has any bearing on whether someone would enjoy having the legacy quests as a form of progression. Its all Apples and oranges to me.
most people forgot that skill progression was mostly done by killing mostly pickets and quenquers in dantooine or gurks in lok. entertaining people that killed pickets and quenquers in dantooine or gurks in lok, or healing people that killed pickets and quenquers in dantooine and gurks in lok. Unless ofc you were unlucky to have some profession that require odd kinds of exp (bh and investigation, bio engineer also, comes to mind).
and end game was rancor missions in dathomir for credits. or entertaining people that took rancor missions in dathomir. or buffing people that took rancor missions on dathomir.
one of my best friends in game once told me: this is all about holocroms, picklets, gurks, quenquers and rancors.
There was a lot more end game than that.
My end game consisted of helping Jedi through the Knight Trials. See, I was a Master Ranger and I was known throughout the Jedi population as being the Ranger who could track down all the rares creatures they need to hunt to progress on their trials. Towards the end, I was getting 1 - 2 Million credits per Jedi to find the Peko Peko Albatrosses, Sintrial Prowlers, etc.
I also had a RIS certified Master Armorsmith with whom I created a full workshop and Armor shop.
Let's not forget JTL and the fun of doing space quests and upgrading you own ships, etc.
This is just some stuff off the top of my head, there was plenty more as well.
Originally posted by haloth
To start, I am a big fan of crafting/economy/manufacturing in MMORPGs.
To this day my favorite moment in gaming was playing a Master Weaponsmith in SWG after launch. A main reason for this was the attributes on resources and the degree of uniqueness of each crafted item was based on the attributes of the resources collected and used in the schematics. Also, the resources would "dry up" / change and one would have to find new resources of different degrees of quality. To this day, I still haven't found anything that uses the same sort of system.
Why don't any other MMORPGs use this sort of resource system, where each resource has varying attributes and each resource location changes week to week? I miss the fun I had playing then, and wish I could find something to fill that gap.
P.S. - Don't want to turn this into an SOE bashing thread. The resource system was quite innovative and some credit should be given.
I couldn't agree more.
MMO "heroes" are able to distinguish themselves from others by the gear they have earned, skill "builds", appearance, etc.
As crafters, SWG was the ONLY game (that I am aware of) where you could distinguish yourself by the goods you produced.
I am a SWG day one vet and I still remember one Weaponsmith, named "Smokey" who was known as the very best WS on the server. Smokey always had weapons of all types on his vendors and they all had the best stats...period. His weapons went for 200k to 500k credits when that was A LOT of freakin money.
In every game I have played since, if I make item "X" it is exactly the same as every other crafters item "X".
As a result I have become a rare recipe expert in every game I have played, I hunt down, buy, trade for all the rare recipes I can find. It is the only thing close to being able to "distinguish" myself from the others.
Along with the OP, I long for the day when a developer will allow players who want to spend the time to make elite and unique items.
P.S. I was a RIS certifified Master Armorsmith PRE-CU. I also had a Master Smuggler on another account so I could slice the armor I produced. I filled many "special orders" before the CU. **sniff**![]()
Originally posted by SeggallionThat sounds interesting. Hopefully they can bring it home.
Frontier is in development, tho on halt because of lack of a proper engine. Don't know if it's the same status now.
http://frontier1859.com/mmorpg/
Thanks for the link.
Originally posted by Jerid13
I'd play if my name could be "Mad Dog Mcgee"
Sounds like a good idea I just think that there isn't much development when it comes to classes or skills or whatnot
I mean your a gun using pan handling gold digger who frequents a saloon
and so is everyone else
Well I mean you could be "Doc Johnson" and save the farmer's cow from being stuck in a ditch or something, but I just think that it would take a lot of thought to make this genre into an MMO
If it was done like pre-cu SWG where you didn't "pick" a class, but rather you had skill points you could distribute, you could have skill boxes like;
Bandit, Lawman, Bounty Hunter, Rancher, Merchant, Doctor, Entertainer, etc.
Of course, the implementation of Native Americans would have to be done so as not to offend anyone.
It would be tricky, but I think it could be great if done right.
What is your favorite feature on MMORPG.com?