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Can someone please explain what that update did. I hear peopple saying Pre-cu all the time but I'm not sure exactly what happend so I'm abit curious
You asked for it, so here it is.......
The words below are not mine, I have simply copied and pasted but it is a brilliant explanation of Pre-CU.Please note that nothing "happened" whe Pre-CU was live. Pre-CU was the original version of SWG.
"SWG started in July 2003, a whopping 5 and a half years ago! Duringthe run up to its release, the jedi profession was still shrouded inmystery. On release many players that where adamant that they wouldbecome a jedi, quickly forgot about it, and concentrated on theimmersion and shear volume of content that swg offered. However therewhere still a few that vowed to become a jedi, even tho non of themhad any clue of how to do it.
Weeks and months past, players became part of the swg world, making aname for themselves either by crafting or pvping, or just "makingtheir own way in the universe". However still no one had figured outhow to unlock a jedi! The jedi profession was such a selling point forSOE's game that many questioned weather or not it was actually in thegame yet, as such, in October 2003, SOE released holocrons into thegame, that when looted, would give players a step in the rightdirection towards becoming a jedi (to this day noone knows if the jediprofession was introduced to swg, before, or after the release ofholocrons, in my opinion it was after, as I think it was still notready).
Holocrons where introduced and people started looting them, the first,second, third and fourth holocron, told you to master a profession,the fifth, told you to carry on your journey alone. You then had tomaster one last profession, but you had no way of knowing which itwas. This last profession was referred to as your 'silent' profession,there is speculation, but man people (including myself) that soeincreased the number of silent professions, in a bid to stop so manypeople unlocking jedi, by the time the jedi revamp of publish 9 and10, most people where mastering between 28 and 31 professions, beforeunlocking their jedi, and noone was unlocking after 5-10 proffs, aswas the case when holocrons where first released. Once the villagecame, if you had not already become a jedi, you where given a certainamount of credit towards becoming a jedi, depending on how many proffsyou had mastered so far. If you unlocked you FS character slot betweenpublish 9 and 10, you had to wait until publish 10, before you couldbecome a jedi.
Once the first jedi came about, armour and buffs where not asprevalent as they where at the end of pre-cu, that meant that theirjob was much MUCH harder. Much like regular proffs, jedi had 2 typesof experience, lightsaber exp and jedi exp (regular proffs had weaponsexp and combat exp) when a jedi used his lightsaber to kill acreature, he would get between 3k and 5k lightsaber exp, depending onthe creature, and 10% of that would be jedi exp, considering th jedineeded 3x more jedi exp than lightsaber exp, this made his job quitetough, however once he got to a certain level, he could use the forceto kill creatures and get 100% jedi exp, however he had to cope withusing more force, and taking longer to kill a creature, it was stillfaster than using a lightsaber alone, and if he got himself into asticky situation, he could simply use his lightsaber.
The death penalty was tough in the beginning, you had to suffer exploss, and skill loss (no negative exp) AND permadeath (if you died 3times, you had to re-create your FS character, meaning you lost allskills, items and character attributes.) once soe realised that noonecould cope with the severe penalties of permadeath, they quicklyremoved that idea, and opted for just exp and skill loss.
Another thing that had a hand in the jedi revamp, was the inability toreach the summit of jedi master. The jedi proff had 3 tiers, padawan,knight and guardian (dark jedi was dark jedi apprentice, dark jediknight and dark jedi master), each tier had a 'so-called' master box,which led onto the next tier, each master box required a large amountof exp, however once you got to jedi guardian, the master box wastitled 'jedi master' and required apprentice exp, which soe in theirinfinite wisdom, gave jedi no way of getting apprentice exp, and nojedi on any server had the foresight to get his/her apprentice exp,prior to giving up all 250 skill points for the jedi initiate box.This meant that anyone referred to as a jedi master pre pub 9, wasactually in reality a 4444 guardian.
The post 9 revamp brought about many changes to the jedi proff, allfor the better, although many believe it was a serious nerf, and 4444guardians where way more powerful than any post publish 9 jedi, sinceI never played jedi pre-pub 9, I cant comment on this, however I willsay that due to the inability to wear armour, post 9 jedi could notsolo many high end mobs, such as krayt dragons or nightsisters, due tothe fact that they hit too hard, however 4444 guardians could.
The main changes was the introduction of lightsaber damage which couldtear thru any armour, jedi robes which gave a force bonus but nodamage mitigation (jedi where restricted from using lightsaberspecials, and force specials, they could use the default attack withtheir lightsaber, but this would result in a 50% damage loss, but dueto the lack of defences of a jedi initiate, using armour was quitecommon, until a player got the novice lightsaber skill), anotherchange was the introduction of 5 jedi skill tress, of which only halfwhere available to any jedi, due to the skill point requirement, thisgave way to jedis having different templates, and variation of playstyles, the 5 skills where lightsaber tree, defence tree, healingtree, powers tree, and force enhancement tree, many view masterlightsabers to be necessity in pvp, rather than a preference, andhealing 4004 was also needed, if you where to have a fighting chanceon the battle field. In time the skill loss sytem was removed and jediwould only have to worry about losing exp, this meant that any jedi atfull template, had insentive not to die, and many jedi knights had 10million negative exp. Once a jedi had 250 skill points invested in thejedi skills, he no longer needed to grind exp and could take part inthe frs.
The frs (Force Ranking System) was a system in which jedi couldimprove his/her skills, through pvp. Players could progress throughtthe ranks from jedi knight to jedi council leader, each rank had acertain amount of positions on it, so there was only so many positionsavailable at a time, and if the stage above you was full, you wouldhave to wait for a member to either progress, or drop out of the frs,before a position became available to you. Each rank gave you moreforce, more effectiveness with you powers, you got a new robe at a fewpoints in you progression, but not at every rank. To enter into thefrs, you needed to complete the jedi knight trials, this was a seriesof 20 quests, half way through you would choose if you wanted to be alight or dark jedi.
The unlocking system also changed from that of pre-pub 9, instead ofmastering professions, you now had to do a series of quests, the firstquest was to gain certain badges. After this an old man would visityou and lead you up to entering the village of Aurillia, after yougain access to the village, you then have to speak to differentvillagers to train in fs (force sensitive) skills, the villagers wouldthen give you a quest to carry out, after each quest, providing youhave the correct exp requirement, the villagers would train u in oneof the FS skills, once you had 6 lines of fs skills (one line was 4skills from the bottom of the tree to the top) you would be given yourexit quest (note you could only complete one quest per week, and eachquest would lead to 1 line of fs skills and since you needed sixlines, this would take 6 weeks before you could even contemplatebecoming a jedi, and that was only if you managed to get the exprequirement, which was a lot!) the exist quest was to defeat a darkjedi called mellachae, this was a tough mission and probably notsoloable, I completed it with 2 fully templated jedi, and one of themdied in the process, after deafeting his body guards you had todestroy his power crystal that where healing him (all while he ishitting you down with his big red lightsaber), once done you had totake down the 100k HAM monster, while he is tearing thru ur armourlike butter.
Once defeated you loot his corpse, (sometimes he had a rare item onhim) and you then begin your padawan trials. The padawan trialsconsist of ten tasks that you must complete before leaning jediskills, the last task is to craft a lightsaber, this becomes yourtraining lightsaber, and you are now able to get jedi exp. Lightsaberexp was removed with the jedi revamp, and jedi would now get between500 and 1200 jedi exp pre kill, depending on the level of the creaturehe/she killed. You are given an npc to train your skills from (muchlike pre-pub 9 system) however instead of creating a whole newcharacter that is a jedi, your main becomes a jedi, and your othercharacter becomes 'a normal' with the option of training him/her as ajedi also.
That is the basic details of life as a jedi pre and post pubish 9, ohand one more thing to add, pre-9 jedi had no lots, they where unableto place a house. Please feel free to ask me any further questions youmay have about the prof, I will do my best to answer them, if I don'tknow, ill try and find out.
visability remained the same pre and post pub 9, however pre-9 jedihad to cope with TEF, this came into effect when they used forcepowers or lightsaber specials, and they became attackable to anybodyaround them, this made sure they where alot more secretive, than thepre-pubescent jedi running around post-9, that showed off thierlightsaber to as many people as they could just so they could'compensate'"
I think that about covers it.......
Actually, that explains the Jedi system!
Oh well, maybe someone can do better.
How good it was before and after is and always will be everyones own opinion. I loved it, I loved the freedom, the tools to do what you want, the skill system, and the community.
What happened that everyone hated:
Example: You're playing a game, one day you turn on that same game, only, it's a new game, who cares how good or bad the new game is, you want the game you were playing back.
To answer your question, what changed is the entire game, nothing stayed the same except the graphics and a few class names. From 32ish professions, to .. 8? And probably worst of all, it killed the link in the community that kept what people were left.(Originally)
The CU was different from the NGE. The "Combat Upgrade" worked within the original system of skill trees with a finite number of points to spend to reach the top of one or several trees.
The "New Game Experience" or NGE replaced the skill trees with levels 1-90 and eliminated many professions in the game.
Nice read, But thats not exactly what I meant, should have made that question abit more clear, what I want to know is what was the update that ruined SWG why did it make the game so horrible.
I added a link to my other post that shows the skill trees before.
It changed it so much that the game we had signed up to play was not the same game. Imagine if you paid money to play EQ and without warning they changed the game to be exactly like EVE instead. You would be pretty miffed, no?
here's that link again: http://www.swgcharacterbuilder.com/swg-cb.php
Originally posted by ketrine I added a link to my other post that shows the skill trees before.It changed it so much that the game we had signed up to play was not the same game. Imagine if you paid money to play EQ and without warning they changed the game to be exactly like EVE instead. You would be pretty miffed, no?here's that link again: http://www.swgcharacterbuilder.com/swg-cb.php
So they changed the old skill tree to 9 new professions ?
In the old game you had 250 points to spend , and you could put your points towards any skill tree even if they were not similar. For example you could master Doctor and Droid Engineer, then decide you wanted to be a Smuggler and a Chef, then change to being Teras Kasi and Entertainer. You could not become a Jedi unless you mastered a lot of other professions first.
this has alot of info about what happened and what was SWG Pre-cu
Playing: EVE OnlineFavorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE onlineLooking forward to: Archeage, Kingdom Under Fire 2KUF2's Official Website - http://www.kufii.com/ENG/ -
Thanks everyone for your info, I now have a better understanding of what happend to SWG
It was ironic, for months the CU was what kept me going, I thought it will balance things out, but in the end it was the thing that made me quit.
I would say the short answer for why the NGE ruined SWG is that the developers took a complex, freeform game with tons of options and tons of opportunities, and dumbed it down to a generic, run-of-the-mill MMO with the Star Wars label attached.
You could be a Teras Kasi Master, mixed with a Fencer and call yourself a melee specialist.
You could be a Pikeman, a Swordsman and a Master Brawler and call yourself the same.
Now, the closest thing to a melee character is a Jedi. There's no ability for the player to forge their own amalgam of a character. It's all preset, pre-determined and precluded nowadays.
Originally posted by bboneheadd Nice read, But thats not exactly what I meant, should have made that question abit more clear, what I want to know is what was the update that ruined SWG why did it make the game so horrible.
Imagine that your favorite first-person shooter is say...Call of Duty 4, and you put TONS and TONS of hours into it and had a lot of fun playing the game.
now, imagine that Infinity Ward decided to suddenly, and without warning, apply a mandatory patch to Call of Duty 4 that changed the game from a first-person shooter, into a Turn-based JRPG.
that's pretty much the equivalent of what the NGE did to SWG.
Originally posted by JMadisonIV Originally posted by bboneheadd Nice read, But thats not exactly what I meant, should have made that question abit more clear, what I want to know is what was the update that ruined SWG why did it make the game so horrible.
Pretty much. They castrated SWG.
It wasn't only the removal of the Skill trees for 9 boring, I mean "iconic" classes. They took out the traditional combat system for some whacked out, completely borked fps style combat system. They increased the run and combat speed to crack addict levels. They made Jedi a starter profession, something a lot of people spent months unlocking. They introduced a plethora of new bugs. They totally screwed up all the stats on the weapons, making great guns bad, bad guns good. They put a severe XP penalty in for grouping, and forced everyone to run quests in order to level.
It was a ridiculously bad decision which nothing good came from.
Tried: LotR, CoH, AoC, WAR, Jumpgate ClassicPlayed: SWG, Guild Wars, WoWPlaying: Eve Online, Counter-strikeLoved: Star Wars GalaxiesWaiting for: Earthrise, Guild Wars 2, anything sandbox.
I must be the only serious crafter here.
Lets not forget what SOE did to the largest crafting community of any MMO.
They made loot better than player crafted gear. Why bother paying credits to a crafter for armor when you could now loot better ?
Also they removed decay from the game so items never needed replacement. No decay meant crafters were totally useless now. one and done was the story now so crafters left the game in masses.
They also lumped individual crafting classes into generic trader classes. A droid engineer became a weapon crafter also. A chef became a tailor too.
They removed the effectiveness of resources. Before the NGE, stats on resources would have a major impact on th outcome of a crafted item. Now stats dont have the same effect. For example, pre-nge an item made with 975+ stats was immensely superior to one made with 750 stats. NGE changed that.
The NGE dumbed down the way you crafted and tweaked items. Before the NGE, you could put experiment points into max damage and less into speed. Or you could go max speed and less damage. For droids, I could work on health points first then invest points into damage output. Again, the NGE dumbed it down to where I could no longer effect the droid's health points or its damage. Any crappy resource I use would give the exact same stats for a droid. Before if you had played the game for 2 years and had saved the best resource to ever spawn you could make the best crafted item. After the NGE any new player could essentially make the same quality gear.
The NGE took out the interdependence with combat players and crafters. Before the NGE a combat player could loot enhancement items. These items could be traded or sold to a crafter who then could make a superior crafted item. A standard DL20 rifle could be made better with looted krayt tissues. A composite chest armor piece could be made better with gorax shards.
In short, the NGE completely DESTROYED the player run economy. Many of us hardcore crafters had built Malls with dozens of our friends' vendors in them. We negotiated deals with other players for resources and enhancement items. We built the community of SWG.
I miss it very much. Im not playing any MMO to this date as nothing compares
1 more question, obiously LucasArts knows that they made a big mistake with that update so why can't they bring back pre-cu?
Originally posted by bboneheadd 1 more question, obiously LucasArts knows that they made a big mistake with that update so why can't they bring back pre-cu?
Because it's SOEs choice and SOE doesn't want to I guess
____________________________Telthalion Rohircil - Guardian - Elemandir - Lord of The Rings Online---== RIP == Torey - Commando - Orion - Tabula Rasa == RIP ==---Jordaniel Torey - Navy Megathron, Active Armor Tank - Tranquility - EVE Online---Torey Scott - Rifleman - Fallen Earth____________________________
"I know not with what weapons World War III will be fought, but I know World War IV will be fought with sticks and stones." - Albert Einstein
The thing about pre-CU SWG is that it was a very ambitious design that SOE never managed to convert into reality. They put in a basic system that promised a massive amount of freedom in how you played and then failed to support it. Too many of the professions did not work right or were too limited. Once you advanced past the basic gameplay you realized that there were no tools in the game to evolve further. Your character was pretty much stuck and the freedom ended.
I guess someone at SOE took a look at how much resources they would need to fix the existing problems and add tools and content to evolve the game and decided that instead they would get rid of the troublesome parts and simplify and streamline stuff.
didnt it basically make it easier to become a jedi? when i played SWG pre-CU, i saw maybe a dozen people with lightsabers. and i always wanted one, and finally i made myself get one! and i got a blue one and then the update came and i quit
it was the best mmorpg i ever played. so much content. i remember killing krayts and getting pearls and selling them for a huge profit
Actually the combat upgrade was an improvement to the game. Prior to the CU anyone with the massive doctor buffs could solo just about any content in the game. CU fixed that, but had some issues. Instead of resolving those issues they implemented NGE which completely destroyed the open ended parts of the game.
The worst thing you can do to an existing game is change it from skill based to a level based system. That will probably go down as the most heinious crime ever in the MMO genre.
So I think most of us would rather have a pre-NGE server than a pre CU server. The game was better after the CU than before.
Originally posted by Ozmodan Actually the combat upgrade was an improvement to the game. Prior to the CU anyone with the massive doctor buffs could solo just about any content in the game. CU fixed that, but had some issues. Instead of resolving those issues they implemented NGE which completely destroyed the open ended parts of the game.The worst thing you can do to an existing game is change it from skill based to a level based system. That will probably go down as the most heinious crime ever in the MMO genre.So I think most of us would rather have a pre-NGE server than a pre CU server. The game was better after the CU than before.
I agree. People here just mix up pre-CU, CU and NGE too often. I found the CU an improvment, and I never wanted a pre-CU server. Personally, I didnt find the entire NGE bad, it was more bad implemented, like suddenly taking away classes like CH and the like, or taking away the meaning from Entertainers. I too found the skill based system better, but I thought adding Jedi as normal class was a good thing. This unlocking thing was a total no-fun way to unlock. It was the most grindastic thing I have ever seen, and it had zero to do with the idea of becoming a Jedi. If the unlock would have been stories, moral choices, something to really have meaning, but it was just a very long grind for people with no RL. Replacing that with a fair and square class system wasnt so bad IMO.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Pre-CU offered the most freedom.
CU offereed the best combat with freedom.
NGE just plain sucked, it took away freedom and added tons of new bugs, most of which still exist.
Had they stuck it out with the CU and fixed the issues SWG today would be a flourishing game for sandbox players. Instead they lied to their players and built a bad WoW-ripoff behind their backs. The game is dead and the only sandbox is EVE.
SOE/LA screwed up badly with that one.