Greetings Star Wars Galaxies Players, Fans, and Other Denizens of the Galaxy:
My name is Julio Torres and I am the Producer on Star Wars Galaxies for LucasArts. We wanted you, the great members of the Galaxies community, to be the first to hear some exciting news about the current and future plans for Star Wars Galaxies!
Over the past year we have been working hard to respond to feedback we have gotten from players, fans, focus groups, and other research. This feedback has ultimately centered on one key area: the game does not feel like a heroic Star Wars experience. Currently, the early game has a steep learning curve and there is no clearly defined path of advancement or adventure. Many of our fans who bought the game did not see enough Star Wars style action early-on and ultimately left our world. It is our goal to change this and improve the experience for all players.
We are introducing a series of game enhancements to Star Wars Galaxies this month that include both significant enhancements to the live game as well as a completely redesigned experience for new players. The primary areas of focus include combat and profession and character development. The combat depicted in the Star Wars films, fiction, and canon that we have all come to know and love is fast-paced, action-packed, and visually intense. In order to stay true to the Star Wars fiction as well as to make the combat system more engaging, we have shifted the turn-based paradigm towards a much more engaging fast-action combat system where you control every move! After receiving feedback from members of the community, conducting extensive focus tests, and evaluating the combat systems of other games in the genre, we are confident this new fast-action combat truly delivers what players, fans, and gamers have come to expect from a Star Wars experience.
As mentioned earlier, combat is not the only area where we decided to focus our improvement efforts. We have also improved and brought more clarity to the profession and character development system.
Changing a live game is never easy. We realize that players do not like to have their experience altered. These enhancements will take some getting used to and for that reason we lined-up some incentives for the current players to enjoy as our thanks for your loyalty to our game.
We value our community and want you to stay with us. Our goal is to continuously improve the Star Wars experience, the one we all know and love from the films and fiction; action-packed, story-driven, Star Wars fun. With these features and enhancements we are setting the stage for incredible things to come for Galaxies with more announcements happening in the coming months.
I’d like to thank you all for your continued support of Star Wars Galaxies and for making it one of the premier gaming experiences online today.
May The Force Be With You,
Julio Torres, Producer – LucasArts
And then this:
Hello all. As most of you know, I have been in Austin the last day and a half. We have been testing out new changes to Star Wars Galaxies. While most people will be afraid and uneasy about the changes, I want to let you know about what is going on, and how things are going.
First, let me start by saying that combat has become more fun and is a better change for the game. No longer will it be all about mashing specials and the best weapon. This is a new system and is not a rehash of the old or current system. With that im mind, please keep an open mind.
Now coming will be a drastic change in skills. There will be 9 classes as follows:
Smuggler, Bounty Hunter, Commando, Medic, Force Sensitive, Officer (think SL), Tradesman, Entertainer, Spy. Poli and Pilot will remain unchanged.
Most experience can no be either quest based or grinding. With skills will come abilities as well as rewards. Crafters will have 4 sub crafters. I will not get into the large scale of the changes. As there are others that are also having things to say about it.
Basic points, entertainers and crafters will no longer draw agro unless they pick a fight. There are drastic changes to the way that specials work. I will be writing up basic 0.1 guides when I get back home tonight. Those will be in more detail.
And last but not least from schild over at F13:
Basically they went through, ripped out 80% of the classes, left in the following: Force Sensitive, Bounty Hunter, Officer, Smuggler, Commando, Spy, Trader (all the tradeskills – 4 base sets now – Domestics, Structures, Munitions, Engineering), Medic and Entertainer. Here’s the deal. Right click shoots – you have to aim. Left click fires off a special ability.
No more auto attack.
No more hotkey combat.
Once collision detection goes in, this will probably be the game I play. There’s actual skill involved now. You can run from people and they can’t just autohit you.
Oops, one more. The new FAQ.
From what I have seen, go live on this is 11/22. Yeah, in about 2 weeks.