I acknowledge that I am not working for the company that is making the MMO industry scratch its head and drool at the thought of how much cake that many users might buy. This is me throwing stones at glass houses, glass houses armed with anti-matter cannons. And I have a hunch that my “glass” house is actually balsa wood and Glad Press&Seal. (Read: Any comments refering to WWII will be deleted =P)
I wish <game> had …
- Understood what players mean’t by “more content”… You fired off our imaginations: We came to commune in our Star Wars Galaxy, and promise shewed itself in your art. But persuing that promise turned out to be folly. We could be a smuggler, but we couldn’t smuggle. The profession “lacked content” – i.e depth.
- Understood what players mean’t by “more content”… Rather than pointing us to the N other class/combinations we could try. The breadth-exploration was a good experiment – for a non-franchised game. Franchise. “Franchise”. People were coming to SWG with the character they’d imagined being since 1979.
- Let us have more than one character per server. That was a solution for another games’ problem. People who might have explored “alternative content” were disinclined to because it buggered social networks. I can’t play my wookiee banjo player AND play with my group tonight?
- Not taken away the ATSTs that were the bane and delight of my existence as a Rebel. I wish you’d just made it onefer – think PlanetSide multicrew. If 8 imperial troops group up, the leader can summon up an ATST as long as they are together/in-range.
- Would go back to the release code branch, add NGE combat and quest depth/lines, and start over from there.
- Timers to show you how long to the next combat turn. Watching your character and the opponent standing there idle animating while you frantically press the special move keys is a bewildering barrier to most MMO players. I have a number of moves my character can never use, because the time between requesting them and the turn coming up is always significantly longer than the window of opportunity.
- Player housing. I want my own non-social space. If it exists (constructs?) you keep it too secret.
- A bank?
- Streets inhabited by mobs that aren’t “out of range”.
- Not done bad things to combat-enactment in recent months (only seemed to get one tune, combat animations are less in sync than when I last played, you stick around in combat mode for a good 30-90s after the fight is over, transitions between fights are all painfully slow, while NPCs cruise along like agents)
- Discovered how abjectly frustrating combat is. Oh, the fighting is fine. But I never know when I’m fighting!(*) I understand why it’s like this; but wouldn’t it be better to make auto-attack work right and add a “single target attack” key/tab/command for special case use instead?
- Used the paper doll for shopping (clothing, furniture etc). You’ll recall (those few of you reading the original blog) I first suggested this long before WoW had it. Blizzard listened! Sony?
- Let me share a quest with my buddy. He isn’t going to read the dialog after embarrasing himself by making the whole group wait or run across the zone to exchange two lines of dialog with the Angry Augur you’ve hidden in the tent so well that nobody ever notices his/her feather. At least give us some degree of quest sharing ability.
- Let me attach chat or emote macros to spells/abilities. Aren’t 99% of all EQ2 macros “/g verbING %t ; /useability mesmerize”? In return for which you get some other icon, and no timers.
- A hotkey for cycling between quests in the current zone.
(*Going into combat automatically makes your character change into the combat animation sequence. There’s a slight red-pulsation around your character name in the top left, but you have to realize you aren’t in combat and think to look to see if you are. There is actually a newbie tooltip that tries to explain how you are in-combat but not fighting.)