Archive for the 'Star Wars: Galaxies' Category

STO: The real SWG2

In June of 2003, a much hyped science-fiction MMO launched. It was the first MMORPG to take advantage of such a lucrative license. Unlike previous MMOs, it had a “skill based system” of advancement. Due to either a lack of time or a design decision, very large open areas were populated with randomly generated content. The system used to generate the random content was called the “dynamic spawn” system and championed as an innovation. Despite a long development time, the game felt incomplete when it launched.

Anyone who’s been intently following Star Trek Online already knows how Cryptic’s game compares to pre-NGE Star Wars Galaxies.

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Custom Design

The following is a guest post by Moormur.

Greetings, readers! My name is Moormur. Some of you may know me from LOTROCast or the Galactic Holofeed, podcasts I co-host both with a very able crew. I am also an avid reader of all the stuff here at Kill Ten Rats. I refrain from posting commentary on my podcast websites for whatever reason, so I have asked Ethic here at Kill Ten Rats if he didn’t mind a guest column.

I’ve been thinking lately of a trend of sorts in the MMO developing community…player designed content. I’m not talking about sandbox MMOs…those are really a topic for another time and place. I’m talking about when developers release a set of tools in a theme park style MMO that allows players to create missions. City of Heroes, as far as I know, was really the first to do this. Now, my former MMO Star Wars: Galaxies has put out their own set of tools with the Chronicle Master.

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SWG’s Overwhelming Success

I received an email from SOE. It seems they are doing very well! In fact, they say, “Due to the overwhelming success of the recent Free Character Transfer Service, …we will close the following 12 Star Wars Galaxies servers:”

I can’t say people didn’t see it coming. Yivvits and Mr Bubble pondered what else could come of a free-character-transfer service which only allowed people to transfer from empty servers to high population servers.

As empty as the low-population servers are, there are those that will be sad to see them go. A lot of the player-created content in SWG is in the player cities. The characters can always still transfer off, but the real estate goes down with the server.

Still Killing Dragons

About 10 years ago, the only raids that existed involved killing dragons in EQ. Today, you can go into the IG-88 instance in SWG and face giant droids with flame throwers. It might seem dumb to have an entire group chipping away at the health of a fire-blowing giant assassin droid, and it should. It is dumb. After all these years, we’re still killing dragons.

Really cool characters like IG-88 shouldn’t be crammed into a raid-mold that was invented for dragons.

It’s not just the dragons either. We’re still doing everything we’ve been doing. Stimpacks are just a health potions. Your armor and heroic jewelry has magic enchantments that makes you stronger and faster. Your medic is effectively just tossing out healing spells. After all these years, we’re still playing the same game with slight changes to avoid copy-right infringement.

Elite status

I was reading a post on the US LOTRO boards about a person who wanted legendary weapons to be much more rare. This poster also called for there to be deeds to do things like kill 10,000 orcs to achieve “signature” or “elite” status. Players who completed this deed would have rare and powerful characters.

Somehow, this person actually thinks that putting in a massive grind and tying it to a massive reward is a good idea.

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Happy 6th, Star Wars: Galaxies

Grab a pint of blue milk and raise your glass to the sky as we celebrate the 6-Year Anniversary of Star Wars Galaxies™!

The Annual Empire Day celebration is back, and this year it is bigger and better than ever. Join Princess Leia and Lord Vader along with your favorite Star Wars® characters for awards, rewards, fireworks, events and elaborate ceremonies!

Join with our community and the Star Wars Galaxies Development Team in sharing your Star Wars Galaxies 6-Year Anniversary wishes by having your character sign the 6-Year Anniversary DataPad!

Gather your friends and join the celebration in-game between June 23rd and July 21st, 2009:

Empire Day Ceremony: Participate in an elaborate Imperial or Rebel ceremony featuring Lord Vader or Princess Leia in which you could be hand picked to receive a special badge.

Special Events: Locate all of the Imperial Recruitment and Anti-Propaganda kiosks and the Rebel Alliance Resistance and Vandalism Kiosks spread throughout Theed and Coronet to earn points and tokens redeemable for prizes.

Profession Quests: Traders, Entertainers and Combat professions will be able to participate in special Empire Day themed quests sure to deliver action and adventure.

Collections Complete special collections tied to the events and quests and earn tokens, GCW points, and in some cases, new titles for your diligence!

Special Items Use your hard earned tokens at special vendors to purchase Empire Day specific items such as a Tantive-IV Landspeeder, house decorations, and other Empire Day items.

Don’t miss out on this special occasion, it’s not everyday that Star Wars Galaxies celebrates 6 years of online adventure, intrigue, and excitement.

- Ethic

Exar Kun vs 16th Hall

I’ve been jumping into every group for the 16th Hall that I could get. I still need the token from there. This is the instance I talked about screwing up earlier. The one where my pet killed a small bug and I wasted hours of people’s lives. Well, since that time I’ve become much better as a player. I’ve spent so many hours trying to clear this damn instance that I know it like the back of my hand.

I felt so overwhelmed the first time. Now I know not just my own role, but what everyone else should be doing as well. Tonight was the second night in the row of attempting the 16th hall. We got to the end, and this time, our guardian was lack-luster. He was anonymous, which I immediately take to mean, “Don’t look at me, my equipment sucks”. Sure enough, his equipment and traits sucked. Every time we went into the boss fight, he was dead within 30 seconds and I ended up tanking the boss every time we went in. In my head a voice was nagging, “I wear light armor, I’m a lore-master, I shouldn’t be tanking this boss every time.”

It reminds me of Exar Kun in Star Wars Galaxies. Yes, the Exar Kun instance. It’s the toughest instance in the game. I knew every strategy in every room in that place. But I needed tanks who could do their job, and commandos who could run the elements successfully. One day, in the last room of Exar Kun, there was this commando guy and I needed him to tank something

When the fight started, the commando was nowhere near his assigned position. So where did the boss he was supposed to be tanking go? To me, the medic. This left me doing several people’s jobs at once. With each of the four bosses, I was involved in some way. I was attacking the Promised with everything I had, while ping-pong tanking both the Lingering and the Embraced. And while all of this was going on, I was hovering my mouse over the Unquenchable every 3 seconds to see which element that boss was vulnerable to and calling it out over voice chat. All of this I was doing while spamming my group-heals.

Again, a voice in my head was saying, “I’m the medic… I shouldn’t be tanking anything. I shouldn’t have to call the elements for the person who’s job it is to run them.”

I can learn an instance well, given enough times in it. But you know what? I’m only going to see an instance that many times if it’s incredibly difficult to get together a team capable of doing it successfully. It’s the same in 16th hall. Our hunter was fantastic. Our minstrel was great. And I like to think that I performed admirably. But that’s only half a team. So we were destined to fail. Three hours down the drain.

The funny thing is… the more I compare this to Exar Kun, the better I feel about it. I have fond memories of the journey from being one of the people who sucked at instances to one of the most popular group leaders on our server. When I think of it like that, the idea of dying in this instance over and over doesn’t feel so bad. Eventually, we found the people we needed to do a competent job, befriended them, and got them into the instances.

When our failed run had ended and the group broke up, our minstrel sent me a tell. He wanted to know if he could add me and my alts to his friend’s list so that he could call on me for future runs….

Ahh…. good times.

Group Size

Star Wars Galaxies started out with a 20 person group as the default. Early on, this could mean a group of 20 people running around on a planet ganking alien beasts that would take several minutes to solo. Sometimes, this meant gathering outside a place with tough-mobs like Fort-Tusken and killing everything that came out of there. There were even multiple 20-person groups there sometimes. This made you feel like a small part of an army. But you know what? You felt powerful because the group is powerful. You were a very small part of a very powerful force.

Five years later, Jedi’s had a boss unique to them and them alone. In order to obtain the best cloak in the game, each Jedi was forced to face two bosses solo. Anyone could stand and watch the Jedi fight these bosses, but no one could help. Unless a player read strategies ahead of time, they would fail both fights. Even when someone knew of strategies that worked for fighting these bosses, it was still a difficult set of fights. Complaints from players on the forums about the absurd difficulty of the fights only served to make the eventual victory more sweet. You felt powerful because you knew you had become skilled as a player.

Feeling skilled and feeling powerful. Can these two feelings exist in the same combat scenario? To me it seems they are at odds. The larger the group becomes, the greater the diffusion of responsibility a player feels. Too big a group, with a role shared by too many others in the group (like DPS in a raid) and I feel as though I don’t matter at all.

Light Themes

You know, MMO’s aren’t particulary good at theming.

Take the medic class in Star Wars Galaxies.  Sure, when the game launched you could be a doctor and sit at the hospital doing doctor things, but today’s medic is more combat oriented.  The purpose of having a medic to take into groups is clearly driven by the tried-and-tested gameplay mechanic of having a healer in a group along with a tank and someone to deal out the damage.  The medic as it stands today, doesn’t really resemble any kind of medical professional, either in reality or in Star Wars.

This medic class can instantly heal a person who’s running and shooting with a “bacta bomb” or heal an entire group of people in mid-combat with a “bacta spray”.  Playing a medic doesn’t feel like playing a medic.  It feels like playing an MMO healer with skills like “group heal” and “single-target heal”.

To be fair, playing a healer in fantasy MMOs doesn’t fair much better.  You know if you pick a priest in a game that you won’t be doing much praying.  You won’t have to attend church or give any sermons.  You’re going to run around clicking buttons that make your friend’s health-meter go up.

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Swish Effect

You know what makes combat in an MMO really satsifying?  Yes, a deep combat system is important.  But right now, I want to talk about the sounds.

A lot of the classes that swing their weapons in Lotro make a “swish” sound no matter if they hit a target or not.  It’s not something you notice the first time you fight, or even the millionth, but at some point you play a character in Lotro or another mmo and you whack something and go, “Ouch, I think I heard some bone breaking!!”

As an example of the swish effect, I’d like to direct your attention to some bloody penguins.

First, the swishy one:

http://www.logan.ws/games/penguin.asp

Then the more satisfying smashy one:

http://www.logan.ws/games/bloody-penguin.asp

Notice how when you smash the penguins in the second link, it just feels more gratifying.  You get to hear a “splat” sound when you actually hit the penguin to begin with, plus the penguin makes “ouch” sounds whenever it bounces, and finally there are sweet “boom” sounds whenever the penguin hits a mine.

FFXI is great at having very satisfying sound effects.  Other games like SWG really drop the ball in this department.  With Lotro, it depends on which class you play and which skills you use.  One of the reasons I like playing my new Warden alt in Lotro is how satisfying the stabbing sounds are.  I really feel like I’m inflicting some virtual pain.