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Community News Archives Archives of the CSA forum. |
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#1
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The reasons behind the very poor launch of SWG was attributed to the SOE folks not understanding most of the code, thus the reason behind the temporary (nearly 9 month) removal of the death system because they couldn't figure out how to stop someone griffing you by placing a tent on your body and sending it to the center of the game world. (if you couldn't retrieve your corpse after death you lost everything that was on it) So instead of figuring out the code, the SOE folk decided to rewrite the game entirely with the implementation of the NGE saying that 31+ classes were to difficult to balance. however I had just come from DAoC that also had a large number of seemingly well balanced classes, and Mythic Ent. didn't seem to have any difficulties keeping their game balanced. And now comes the SWGEmu team and they not only figure out the original game code but write their own server code to run the original client with only minor patches. (Great job btw guys and gals!) so in closing I'd like to thank the SWGEmu team for bringing back to life the best MMO-RPG I've ever played! And yes I Mean Role Playing Game here people, WOW is an MMOG, not an MMORPG I never see anyone roleplay on wow!
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Chilastra Server 26 June 2003 - 14 November 2005 Larken - 2h swords hybrid TC Nova Larken - Pistolier/Smuggler Nerdykid - Weaponsmith
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#2
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Where did you get that from?
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#3
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I read all the way to where you said classes in DAoC were balanced. |
#4
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Yes sorry to contradict you but that's incorrect. SWG was created and developed by Verant Interactive, (by this time) a division of SOE - the same team responcible for EverQuest. The only UO connection I know of comes in the form of Raph Koster (Lead Dev of UO and UO T2A) who was Creative Director for the project and worked for SOE until 2006.
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