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Reader Comments (11)

Posted: Mar 1st 2011 3:39PM (Unverified) said

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You're so meta, Larry. Also, good work on Gamebreaker.tv ... The Republic is much, much, MUCH improved with you on the show! I can't wait to see which coffee mug you use next week.

Posted: Mar 1st 2011 4:27PM KvanCetre said

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Has anyone thought to just do away with grays?
I understand how silly it is for a bantha to drop 50 credits on death, but is it any sillier than a bantha dropping a blaster or armor piece? There is nothing more frustrating early on in an mmo when you lack bag space and have to decide between quest items and destroying grays.

Posted: Mar 1st 2011 6:15PM Chubs said

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@KvanCetre From what I've read, you can send your companion to sell your junk while in quest. They said it takes about a minute.
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Posted: Mar 1st 2011 7:19PM Transientmind said

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@KvanCetre

I think it might be some vital part of the skinner box mechanic, where you get that little sense of achievement or gain from actively selling something and hearing that tinkle of coins falling into your hand, compared to simply just a higher passive - largely invisible - increase cash gain.
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Posted: Mar 1st 2011 7:33PM Transientmind said

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In same games I'm actually a fan of having greys and other such mechanics that fill up your bags. There's nothing quite like investing heavily in a significant number of high-capacity bags and then getting that feeling of accomplishment or being ahead of the game when you realize you can stay 'out in the field' for significant periods of time before having to return to civilization.

I'm guessing, however, that this particular mechanic is watched by some devs as part of an overall plan to tune how often players return to central hubs and why they do.

Posted: Mar 2nd 2011 9:20AM Lethality said

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@Transientmind This is another often overlooked point... and a good one.

Inventory management used to be viewed as part of gameplay. Remember EQ where weight played a factor? (and other games of course).

And your example of the advantage gained if you put the effort into having more inventory space to adventure longer... that's an element of gameplay.

Anyway... good post.
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Posted: Mar 2nd 2011 9:14AM Lethality said

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For the record, I'm on Larry's side of the opinion fence... I think whatever can be done to facilitate even incidental social interaction, should be.

One of the issues with the opposition is that you can explain away a million things that are "unnecessary" in an MMO - "selling grays" just being the current example.

So if you take steps toward "automating" the task of selling grays, then why have grays at all? Simply remove them from the loot table and reward the player more credits directly.

Chances are players would recoil at this suggestion, but in reality, we just demonstrated how they're unnecessary, right?

While it's true that there's nothing exciting about the act of selling grays, going to do so contributes to the entire sense of "believability" of the world... It's a classic construct to have the brave, bold adventurer out in the wild return to the village/city to rest, conduct business, and prepare for his next adventure.

All of the incidental interaction that happens because of those things is good, imo.






Posted: Mar 2nd 2011 11:07AM (Unverified) said

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So far the devs seem to have geared the game away from fake reasons to do things (running a flag back and forth) toward real reasons to do things (blow the enemy's ship up and make it crash). I'm hoping that in TOR we'll see fake social hubs (the mailbox) give way to real social hubs (cantinas, swoop racing tracks).

Posted: Mar 2nd 2011 3:06PM McFear said

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For years now the definition of MMO as a Social Networking Game has been annoying me. Yeah, lots of people play MMOs so that they can meet new people and have fun together with others... But that doesn't apply to everyone.

Without getting into the history of my MMO experience from EQ, to 10Six, to SWG, and WOW, then WAR and others in between, where I found myself learning far more than I ever wanted to about complete strangers. I personally prefer to play these games over single player RPGs or FPSs because of the competition with human intelligence rather than AI. And I'm not just referring to PvP. I'm talking about matching my healing ability as a Druid in a raid against that of a Priest. Or becoming the go to guy for Coff33b33r at Leppy's Lounge.

MMO to me means being measured against a Massive number of Multiple Players Online in real time.

That all said... You make me want to find people and I will go find people. Selling greys or stocking my bank doesn't make me want to go interact with others, it simply means I'm going to have to walk through crowds to go do what I have to do.

What can be done to make me want to interact with others? SWG crafting made me interact with others. Needing someone to watch my back in 10Six made me want to interact with others. Needing help from others in any way will make me interact with others, but making me find an organized group of 20 people to get what I want will make me never play the game again.

Posted: Mar 2nd 2011 3:11PM McFear said

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For years now the definition of MMO as a Social Networking Game has been annoying me. Yeah, lots of people play MMOs so that they can meet new people and have fun together with others... But that doesn't apply to everyone.

Without getting into the history of my MMO experience from EQ, to 10Six, to SWG, and WOW, then WAR and others in between, where I found myself learning far more than I ever wanted to about complete strangers. I personally prefer to play these games over single player RPGs or FPSs because of the competition with human intelligence rather than AI. And I'm not just referring to PvP. I'm talking about matching my healing ability as a Druid in a raid against that of a Priest. Or becoming the go to guy for Coff33b33r at Leppy's Lounge.

MMO to me means being measured against a Massive number of Multiple Players Online in real time.

That all said... You make me want to find people and I will go find people. Selling greys or stocking my bank doesn't make me want to go interact with others, it simply means I'm going to have to walk through crowds to go do what I have to do.

What can be done to make me want to interact with others? SWG crafting made me interact with others. Needing someone to watch my back in 10Six made me want to interact with others. Needing help from others in any way will make me interact with others, but making me find an organized group of 20 people to get what I want will make me never play the game again.

Posted: Mar 2nd 2011 3:13PM McFear said

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@McFear Wish I could undo the double post....
So I go and post again... :(
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