Jump to content

--Ramzes--

Members
  • Posts

    29
  • Joined

Everything posted by --Ramzes--

  1. I sell a lot of the player-crafted starship upgrades. Since 1.2 went live, I listed some of them on the GTN but when I go to search for them and others using the 'starship upgrades' in the category selection, none of them are listed there. Did this get messed up with 1.2?
  2. Hey all, few notes to the comments: 1. I never suggested that the ideas in my post should become a priority at the expense of content for the other players - I was merely suggesting that it should be a higher priority than it appears to be at the moment. Of course they should continue to release content that's 90% targeted at the casual folks who especially for a game like this, is thick in story-line. To be clear, my point is that some improvements in those departments would make the game more enjoyable for the people who log the most hours and as another player mentioned, stress-test the content so the others don't have to. 2. The post was meant as a positive conversation starter and though I'm thrilled to see the response so far, it would be nice if the people who are lobbing insults at others would just skip posting a reply. I like that others are disagreeing with me. That's what you're supposed to do when we look at things from a different angle. It's just not productive or enjoyable for anybody to be insulted for sharing their opinions. Now, please continue sharing your thoughts!! P.S. Though some may find this hard to believe, people who play these games and are classified as more 'hardcore' players may be very successful in life and just enjoy these types of games or not have much family. I'd encourage you not to make assumptions about other folks on here.
  3. I’m writing this post in an attempt to offer an argument for how I think that SWTOR can be improved to both offer a better gaming experience for players and provide a long-term subscriber base for the company to remain profitable. Now I’m not going to pretend to be familiar with how they make money, but I am going to offer some of my thoughts about how a few other ideas can help improve whatever they’re currently doing. 1. Focus on the small minority of players that push the limits on end-game content. I know that sounds crazy right? We’re not the ones they make money off of right? I think thats wrong and here’s why: remember when you were a low level character running around trying to find your way and somebody linked something in chat that made you say, “oh wow…I want one of those” – well that’s what the more ‘hardcore’ people offer your casual player clientele – goals. You don’t have to be a rocket scientist to know that obtaining better gear and making yourself better is a goal that virtually every gamer shares and if you want to keep those ‘hardcore’ people linking those items, you need to provide content at a rate that keeps them playing. 2. ALWAYS provide ways for people to improve their characters. That doesn’t mean that you have to roll out a raid zone every month but take a look at the Advanced Achievement (AA) system that Everquest 1 had. There were over 1,000 points that could be earned with extensive grinding but guess what, it kept people going. Worried about balance issues? Ok, that’s a legitimate concern but I’m sure it can be figured out. The point is that people always had a way to make their character better if they chose to spend the time on it. I’d rather have that option than what I have now that I’m almost fully Rakata geared….nothing. Just sit and wait. That’s not a good strategy for keeping subscribers – and as I mentioned above, the ones you should want playing. 3. Create competition. Over 10 years ago, we had the ability to go on a game website, look up player-characters and see which tank had the most health or which dps did the most damage. It’s harmless competition but it keeps the more hardcore players going if they’re able to see how they stack up against other players. Ok, so maybe 5% of your subscribers would use this tool but what do you have to lose by allowing it? Again, we’re the ones you should want playing. 4. Reconnect your staff with the people playing the game. There was a time in MMOs when the customer service folks or GMs, whatever you want to call them….they’d be in-game and available for players to interact with. Ok, I can understand that you don’t want to spend a ton of money hiring people to handle customer complaints (though I think you should) but that’s a separate issue. I can tell you that some of my most fond memories from past games were when a GM would host a world event and award titles or unique items. In Everquest, they’d invite 40 people to an arena and let them battle to the last man standing. It was creative and it was fun. It made all of us feel like we were a part of a community and more importantly, that the company that maintained the game was interested in interacting with us. All of these changes are possible. If games more than 10 years ago offered them, they're possible. They'll certainly cost some money but I think the bigger issue is that they'll require a change in vision with regards to what's important for the players. I hope that this post is received as a hope for a stronger game and some ideas to get there rather than criticism. Anyways, I’ll wrap up this lengthy post by saying that though I understand the way that these games have changed over the years and the profit is now coming from a new type of subscriber, I think a return to some of the ideas that were successful in the past would offer this game a brighter and lengthier future….and in the event that you really are only worried about money (which I don’t believe by the way), well you’ll make more money too. Thanks for listening. P.S. Just FYI, I never played WoW. Many of these ideas came from EQ1, long before WoW tried them. They've been successful before though is the point.
×
×
  • Create New...