Because it takes weeks to plan, design, program, test and implement new content, so doing it on a whim based on current fads is a huge gamble. You risk having wasted all that time and effort because the playerbase has lost interest by the time your shit is ready. You'll never keep pace with player fads, it literally can't be done, so their best bet is to try and predict or create the trends rather than react to them.Why is every MMO dev always so unprepared to respond to the tastes of the players and leverage emergent gameplay?
Darth Malgus is not amused. Well, maybe at the $10 rape fee.How do any of you have this POS money grab on your computers still? What do they have to do to get you to quit? Come to your house and rape your family and charge you $9.99 for the service?
Wait, you actually enjoyed Huttball?I am still sad that they didn't jump on the huttball thing while it was hot. Set up a league structure, crank out some more maps, and they'd have had me subscribing for at least another 6 months past release.
Why is every MMO dev always so unprepared to respond to the tastes of the players and leverage emergent gameplay?
A lot of people hated Huttball for that reason but also because they never really "got it". They kept thinking of it in terms of a standard CTF when there was a lot more to it than that. As bad as I was at it, pulling the ball carrier into a fire trap and then scoring shortly after remains an etched moment in my MMO PvP experience. It really is surprising that they haven't made an effort to do more Huttball maps and instead simply added more conquest types. The new Arena play does nothing for me because it's going to be filled with Operative healers, and smash monkeys.Wait, you actually enjoyed Huttball?
Were you Lightside or something?
Every Dark Side player I met was bloody sick of it by the end of the first week, since it was all we could get to pop.
I'm in agreement. Sprint speed really needs to be the base speed for the entire game.I think the speed of running in combat needs an increase and another smoothing of the combat on melee side needs to happen. Still a pretty game, just feels like molasses compared to WoW and gw2.
But all Huttball needed was more maps to see if it had actual staying power or was just an FOTM. Making maps of this type is not some arcane coding chore sucking weeks of dev time, and the potential payoff was huge. It's not like they needed to have a ranking and league system right away; it lent itself to granular development. Which is why I'm still moaning about it a year later.Because it takes weeks to plan, design, program, test and implement new content, so doing it on a whim based on current fads is a huge gamble. You risk having wasted all that time and effort because the playerbase has lost interest by the time your shit is ready. You'll never keep pace with player fads, it literally can't be done, so their best bet is to try and predict or create the trends rather than react to them.
Nahh it was all about gear that made the post lv 50 PvP instances shitty. There was ahugedifference in power. I would say that skill had nothing to do with it it was mostly about gear. If you had the top rank gear you pwned all the noobs that didnt.I don't believe it is so much about the character level, but more the skill level and experience of the players involved.