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| SWG Stratics Featured Content | | SWG Stratics Community | | If you need help, have something to discuss or want to join in the RP, visit our forums. |
| Star Wars Galaxies News |
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SWG Community News - Jun 24, 2011 2:00 PM PDT | Posted by RainStar
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What's going on in this podcast? Check below for details.
Listen in as Ashlanne and Shirra chat about Super Fan Spring Fever, the SOE Fanspot Challenge and Free Realms second birthday. An interview with the game's producer, Nick Parkinson is included in this chat.
You can tune in by going to the Official SOE Podcast site. Once you get there, click on your preferred bandwidth.
Another way to tune in is with iTunes. If you have iTunes installed, select iTunes store, type SOE into the search box and click Subscribe!
Your feedback is always welcome either on the Station forums or via email.
Check out the Official SOE Podcast!
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News Index
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Galatic Civil War and Player City Statistics - June 2011
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SWG General News - Jun 3, 2011 2:14 AM PDT | Posted by BadgerSmaker
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SWG Galactic Civil War and Player City Statistics - 3rd of June 2011
Among SWG communities, there are regular heated discussions occurring every day regarding combat profession balance, GCW participation levels and server populations.
To aid these discussions, Stratics have put together some graphs and charts using stats available from the Galactic Civil War: Officer's Salute! which shows statistics of all characters in SWG that are ranked higher than Lieutenant rank in the Galactic Civil War. This small sub-section of the SWG player base tends to be PvP oriented players, although Pilots and PvE players are also able to appear on these statistics.
We also take statistics from the official Star Wars Galaxies - Player Cities page. With these stats we are able to calculate the Minimum number of characters declaring residence in servers cities to support current city rankings. This is put together based on Rank 2 cities requiring 10 characters declaring residence, Rank 3 = 15, Rank 4 = 30 and Rank 5 = 40. We then add up the total and create a chart on these numbers.
You will also find information on weekly PvP kills per server, this is thanks to the Star Wars Galaxies: GCW Points Calculator website which tracks these numbers.
Lastly, on each SWG server we also pull data from the Remote Guild Management Device in game which shows the number of guilded players who logged in in the last 30 and 90 days. Around 73% of all players are guilded according to statistics published by SoE.
We'd like to stress that as these statistics are drawn from the limited information that SoE makes public about the game, they can only be used to identify specific trends. They do not give any accurate data on subscriber numbers or subscriber retention.
The previous charts can be found here. If you'd like to discuss these statistics further, you can use the Stratics forum thread or join the Stratics IRC channel #starwars.
Please Note: All dates in the charts are in DD/MM/YYYY format.
GCW Profession Statistics.
These are always useful for spotting certain trends that come about due to profession balance issues, just how overpowered is profession X, is profession Y underpowered?
Summary
The Entertainer profession update has recently been completed but this hasn't had a noticeable impact on the number of GCW ranked Entertainers. The recent Free Veteran Trial has seen an increase in professions in general as all those 99.99% Sergeant Majors log in and score the single GCW point needed to rank them up to Lieutenant where they then appear on these stats.
In terms of profession balance we can see that Smuggler is still the least played combat profession, clearly an excellent candidate for the next profession revamp.
GCW Server Statistics
Which server should you play on as a new player? Is your server "dying"? Take a look at the three charts below to find out.
GCW ranked players by Server
Player City Server Statistics
PvP kills by GCW ranked players per server
Server Guild stats
Regular = Guilded players who logged in over the last 30 days
Active = Guilded players who logged in over the last 90 days
Summary
The Free Character Transfer is still ongoing, with transfers to Starsider locked. Starsider is full, players can however create new characters should they wish to join SWG's busiest server.
The rise of Farstar to the number 2 spot on many of the above charts is impressive, partly due to the exodus from Chimaera (which this reporter was a part of) and also due to European players on dying US servers making the move to a better ping time.
Flurry and Chilastra have also done very well out of the transfers and maintain a healthy population. We're then seeing the old warhorse Bria making a stand and it looks to be a good destination server for those looking to transfer.
How much of the Chimaeran exodus is complete? Only time will tell but GCW ranked players have plummeted under Shadowfire, player city participation has taken a Bloodfin-esque dive and PvP seems very quiet indeed.
Ahazi and Eclipse seem to be holding their own, although the peak on the PvP chart for Ahazi looks like it could just be two characters fightclubbing for PvP kills.
Bloodfin, Shadowfire, Gorath, Sunrunner and Radiant are looking like candidates for server closure to this reporter. In our previous Q&A with SWG Producer, Tony "Teesquared" Tyson, he mentioned that these servers could be cannibalised to improve performance of the remaining servers, something which may come as welcome news for players already experiencing server crashes and lag on the top four galaxies.
One other change that is worth mentioning is that when creating a new character, the server selection screen will "Recommend" a server to you. The algorithm that governs which server players are suggested has clearly been changed since the recent Free Character Transfer started and no longer recommends dead/dying servers. Try it yourself, just click the create character button and see which galaxy you are recommended.
This is a good move by SoE as this was not in place during the last Free Character Transfer and led to many new players starting out on dead servers and not getting a true experience of the game.
Another interesting piece of news is the possibility of Cloning Characters From Live To TC Prime, this could lead to some exciting cross-server play potential but we'll have to wait and see how it plays out.
Thanks for reading, we hope you enjoyed this report!
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News Index
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SWG Community News - Apr 10, 2011 7:33 AM PDT | Posted by RainStar
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Co-host Lydia “Zatozia” Pope is joined by host, Aimee “Ashlanne” Rekoske. Listen in as they chat about the latest updates in DCUO and get a sneak peak at EQII’s next game update.
EverQuest II Game Designers Nathan “Kaitheel” McCall and Carlos “Gninja” Mora are interviewed and Robyn “Naylie” Vallee brings the latest updates on many SOE titles.
You can tune in by going to the Official SOE Podcast site. Once you get there, click on your preferred bandwidth.
Another way to tune in is with iTunes. If you have iTunes installed, select iTunes store, type SOE into the search box and click Subscribe!
Your feedback is always welcome either on the Station forums or via email.
Check out the Official SOE Podcast!
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News Index
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SWG Community News - Apr 10, 2011 7:30 AM PDT | Posted by RainStar
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Co-hosts Benito “Shingo” Martinez and Robyn “Naylie” Vallee are joined by host, Aimee “Ashlanne” Rekoske. Listen in as they chat about the latest updates in SWG, Free Realms on the PS3, and a recap on EQ’s 12th Anniversary.
An interview with Don Vercelli, the Senior Vice President of Sales is also included and Jason “Pex” Ryan will bring the latest updates on many SOE titles.
You can tune in by going to the Official SOE Podcast site. Once you get there, click on your preferred bandwidth.
Another way to tune in is with iTunes. If you have iTunes installed, select iTunes store, type SOE into the search box and click Subscribe!
Your feedback is always welcome either on the Station forums or via email.
Check out the Official SOE Podcast!
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News Index
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SWG Community News - Apr 10, 2011 7:23 AM PDT | Posted by RainStar
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This Podcast was broadcast live on Stickam!
Co-host Tiffany “Amnerys” Spence is joined by host, Aimee “Ashlanne” Rekoske. Listen in as they chat about DCUO’s March Update, Brewday, and EQ’s 12th Anniversary. Brasse interviews Dwarven Overlord o’ Community, and Jason “Pex” Ryan will bring the latest updates on many SOE titles.
You can tune in by going to the Official SOE Podcast site. Once you get there, click on your preferred bandwidth.
Another way to tune in is with iTunes. If you have iTunes installed, select iTunes store, type SOE into the search box and click Subscribe!
Your feedback is always welcome either on the Station forums or via email.
Check out the Official SOE Podcast!
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News Index
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SWG Community News - Apr 10, 2011 7:07 AM PDT | Posted by RainStar
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Two interviews are in this podcast!
Linda “Brasse” Carlson and Jason “Pex” Ryan bring you the latest updates on many SOE titles, then they chat about EQII: Destiny of Velious, and DCUO’s first update. Listen as Brasse interviews Dave “Smokejumper” Georgeson, producer of EverQuest II and Pex interviews Luke Sigmund, Clone Wars Adventures Game Designer!
You can tune in by going to the Official SOE Podcast site. Once you get there, click on your preferred bandwidth.
Another way to tune in is with iTunes. If you have iTunes installed, select iTunes store, type SOE into the search box and click Subscribe!
Your feedback is always welcome either on the Station forums or via email.
Check out the Official SOE Podcast!
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News Index
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SWG GCW and Player City Statistics - March 3, 2011
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SWG General News - Mar 3, 2011 3:48 AM PST | Posted by BadgerSmaker
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SWG Galactic Civil War and Player City Statistics - 3rd of March 2011
Among SWG communities, there are regular heated discussions occurring every day regarding combat profession balance, GCW participation levels and server populations.
To aid these discussions, Stratics have put together some graphs and charts using stats available from the Galactic Civil War: Officer's Salute! which shows statistics of all characters in SWG that are ranked higher than Lieutenant rank in the Galactic Civil War. This small sub-section of the SWG player base tends to be PvP oriented players, although Pilots and PvE players are also able to appear on these statistics.
We also take statistics from the official Star Wars Galaxies - Player Cities page. With these stats we are able to calculate the Minimum number of characters declaring residence in servers cities to support current city rankings. This is put together based on Rank 2 cities requiring 10 characters declaring residence, Rank 3 = 15, Rank 4 = 30 and Rank 5 = 40. We then add up the total and create a chart on these numbers.
You will also find information on weekly PvP kills per server, this is thanks to the Star Wars Galaxies: GCW Points Calculator website which tracks these numbers.
We'd like to stress that as these statistics are drawn from the limited information that SoE makes public about the game, they can only be used to identify specific trends. They do not give any accurate data on subscriber numbers or subscriber retention.
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News Index
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Saturday, February 5, 2011
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"LollipopDoc" and "Exao" Interview
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SWG General News - Feb 5, 2011 3:55 AM PST | Posted by BadgerSmaker
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Interview with "LollipopDoc" and "Exao" on Beast Master and Officer improvements
Star Wars Galaxies: Hotfix 19.5 brings with it an update to the Officer profession and currently on Test Center players can try out some welcome additions for Beast Masters. This direction and content of these update, like many recent additions to SWG, was largely dictated by direct player feedback.
Stratics caught up with the players driving the changes and working with SWG Developers Mikkel "Hjal" Jensen and James "DevShade" Loy to see how they felt the update went.
We asked Beast Master Senator "LollipopDoc" and Officer Senator nominee "Exao" what their experience was like during the making of these updates.
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News Index
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Tuesday, December 14, 2010
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SWG GCW and Player City Statistics - December 14, 2010
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SWG General News - Dec 14, 2010 5:36 AM PST | Posted by BadgerSmaker
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SWG Galactic Civil War and Player City Statistics - 14th of December 2010
Among SWG communities, there are regular heated discussions occurring every day regarding combat profession balance, GCW participation levels and server populations.
To aid these discussions, Stratics have put together some graphs and charts using stats available from the Galactic Civil War: Officer's Salute! which shows statistics of all characters in SWG that are ranked higher than Lieutenant rank in the Galactic Civil War. This small sub-section of the SWG player base tends to be PvP oriented players, although Pilots and PvE players are also able to appear on these statistics.
We also take statistics from the official Star Wars Galaxies - Player Cities page. With these stats we are able to calculate the Minimum number of characters declaring residence in servers cities to support current city rankings. This is put together based on Rank 2 cities requiring 10 characters declaring residence, Rank 3 = 15, Rank 4 = 30 and Rank 5 = 40. We then add up the total and create a chart on these numbers.
You will also find information on weekly PvP kills per server, this is thanks to the Star Wars Galaxies: GCW Points Calculator website which tracks these numbers.
We'd like to stress that as these statistics are drawn from the limited information that SoE makes public about the game, they can only be used to identify specific trends. They do not give any accurate data on subscriber numbers or subscriber retention.
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News Index
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The Witches of Dathomir, Life Day and "The Price of Victory"
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SWG General News - Dec 14, 2010 1:45 AM PST | Posted by BadgerSmaker
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Game Update 19 - The Witches of Dathomir, Wookiee Life Day and "The Price of Victory".
The holiday season is upon us and to keep SWG players busy of the Christmas and New Year period, Game Update 19 features some exciting new content, the return of Life Day and a new Trading Card Game scenario with all new loot cards.
Highights
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News Index
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Tuesday, November 23, 2010
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Come back to SWG for free this Thanksgiving weekend!
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SWG General News - Nov 23, 2010 3:00 AM PST | Posted by BadgerSmaker
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Come back to SWG for free this Thanksgiving weekend!
Star Wars Galaxies: Hotfix 18.5
Welcome Back!
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Those of you back for free for the long holiday weekend, welcome! We hope you're having fun reconnecting with old friends and checking out all of the great new content including the Witches of Dathomir Prologue, Galactic Civil War Leaderboards, Fishing Leaderboards, the new rare loot system and much more. If you've been gone a while be sure and check out the Galactic Civil War invasions and scoring system, and the new loot for the Heroics. Also, browse the commodities market to purchase some cool loot and collections given out during The Empire Strikes Back 30th Anniversary and the Star Wars Galaxies 7th Anniversary celebrations!
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Be sure and use the new rewards - the decorative Fedora and Whip - to decorate your in-game house. If you convert your account to paying and join us after November 30th you'll be able to WEAR these mysterious archaeological items.
- Enjoy your time adventuring in the galaxy! We're glad to see you back.
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News Index
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Saturday, November 20, 2010
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Interview with SWG Producer, Tony “Teesquared” Tyson
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SWG General News - Nov 20, 2010 5:07 AM PST | Posted by BadgerSmaker
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Stratics Interview with Star Wars Galaxies Producer, Tony “Teesquared” Tyson
We popped Tony “Teesquared” Tyson, Star Wars Galaxies Producer at Sony Online Entertainment ten questions on the current state of SWG and some of the key issues being flagged up by the Star Wars Galaxies community. The answers are impressively candid, read on for the full interview
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News Index
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Thursday, September 24, 2009
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Galaxies and Guilds - Sep 24, 2009 7:02 AM PDT | Posted by RainStar
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This Galactic Showcase features Exergens Genetics! Located in Fire Haven, Corellia on the Chilastra server and run by Kracken, this is not your ordinary genetics lab!
If you're on the Chilastra server, take some time to stop by and see this place in person. Kracken also has vendors on site with a variety of items for sale. So, visit the lab and do some shopping while you're there!
Click here to see some amazing screenshots and find out more about Exergens Genetics!
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News Index
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Wednesday, August 26, 2009
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Dark Queen of the Sith's Tomb
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Galaxies and Guilds - Aug 26, 2009 5:49 AM PDT | Posted by RainStar
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This Galactic Showcase features the artistic style of Callandra Kain of Radiant. Read on to see what Callandra had to say about her work.
"I have always been a big RP fan in SWG and I like the stories of the old ancient Sith Empires very much. Combining these things was where I came up with my character. I thought my character could be one of those ancient Sith lords. Actually, the "Queen" of the Sith that was murdered by ancient Jedi masters and has now come back from the dead. She helps the empire hunt down the last living Jedi but as she feels betrayed by Palpatine and Vader, she seeks their doom as well.
I believe my guildhall reflects her dark agenda quite well with all the Sith Temples inside doing things like chanting the "code of the Sith" and creepy /scary stuff like that. Just take a look at the screen shots or better yet, come visit. You will see that it IS HELL unleashed!"
Click here to see shots of Callandra's awesome work!
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News Index
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Thursday, August 20, 2009
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Galaxies and Guilds - Aug 20, 2009 7:25 AM PDT | Posted by RainStar
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Cebot of Flurry was recently recognized in the Galactic Showcase for his Diamond in the Rough. Check out the screens of his amazing work at the link below!
A smuggler by profession and Rebel at heart, Cebot has combined these two passions and his love of the good life in his latest venture, Diamond in the Rough. Built on a Black Sun AEG-77 Vigo chassis he received as payment for a particularly lucrative job, Diamond in the Rough was designed as a flying retreat for entertaining friends, clients and associates in style. Complete with a fully stocked bar, cantina, and meeting room, the ship also boasts a full-sized pool and many small, private meeting areas. But don't let her opulence fool you - Diamond boasts a full array of state-of-the-art weaponry, countermeasures, and communications equipment to complement the heavily modified engines and long-range boosters you'd expect to find in this line of business.
Click here to read the entire article and see the screenshots!
Congratulations Cebot!
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News Index
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Galaxies and Guilds - Jun 20, 2009 7:48 AM PDT | Posted by RainStar
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Shaikh, a commando serving under the Imperial army, decided that it was time to build a place to settle down. The original concept was to design a home with a display corner, indoor garden, an office and a workplace. In order to have all that he decided to take a little bit from each, creating what he calls "Project Bunker."
The range of items displayed in this bunker stretch from pre-combat upgrade items, house packup rewards, veteran rewards to all new Star Wars Galaxies Trading Card Game loot cards. Shaikh is very proud of his work, and finally decided that "Project Bunker" is now up to the Imperial standards.
Read the rest of this article and check out the screenshots here.
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News Index
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Episode 8, Salin Away With the Goods…
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Life In The Fast Lane - May 24, 2009 6:32 AM PDT | Posted by RainStar
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“That’s one hell of a practical joke,” Kal said as he spun around in to face Ressa at the comm station
“Listen for yourself.” Ressa said as she replayed the message.
After hearing it, Kal wondered what to think. Was this another test, a loyalty test? Or was it real and the whole mission in danger? “Look up those dis-whatever pirates in the computer and see what it knows about them.”
“Te’vah, go check the guns. I don’t want to get caught with my pants down IF this is true. Not like we can hit the side of anything, but we can make it difficult. We’ve got six hours to do what we can." Kal spoke more like a captain than, well, what he normally sounded like, no one questioned him.
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News Index
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Life In The Fast Lane - Apr 4, 2009 9:07 AM PDT | Posted by RainStar
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The Aggravation arrived at Nwarcol Point Station.
To call it old wouldn’t do it justice. The Hutts built it long before the idea of a Republic. To Kal, it looked like a child put it together from leftover parts of several different broken toys. The inside was all Hutt.
Kal was checking out docking bay 12: 421 that he and his ship was sitting in. After jumping into the system he lost sight of the others in front of or behind him due to the large amount of traffic around Nwarcol Point Station. It seemed the Beacon was ‘in full swing’ and that kept most traffic from leaving the system in a timely manner.
Not really knowing what to do, Kal tried to contact traffic control but was put on hold. At that time the program know as ‘envelope’ translated a signal and pointed them towards the docking bay. Immediately after that Traffic Control contacted the Aggravation and cleared them for approach, and the tractor beam insured a safe landing.
Upon landing, the envelope started a clock showing that the coordinates for Destination: Adventure! would be provided in 30 minutes.
“So we wait?” said Te’vah.
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News Index
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Tuesday, December 23, 2008
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SWG Stratics Voice - Dec 23, 2008 12:26 PM PST | Posted by Skycapp
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We want to take a minute to introduce the new Stratics In-Game Community Toolset that we're making available to the Stratics community completely free. Below you will find out how to download the new tools and information on how we're trying to improve your gaming experience.
We've been busy working with PLAYXPERT to deliver a totally unique experience for you while you play the games you love. This new technology allows you to use gamer-inspired tools without the need to alt-tab. Now for those of you with dual monitors, this is already an option. But for the majority of users out there this will be a new luxury, allowing you to surf the web, chat with friends, listen to music and even kill process's all while still in-game.
We have built these Stratics Community tools just for you.
DOWNLOAD HERE
The hand-picked widgets that will come standard for our users:
- Universal chat across all major chat IM tools (Yahoo, Xfire, Windows Live, ICQ, AIM, Gtalk)
- Pandora for your music listening pleasure while you're raiding or grinding in-game (Pandora has a US only restriction)
- Web browser widget so you can access the stratics news, reviews and even your guild pages while in-game and
- Switchblade so you can test playing your favorite games with a Xbox 360 controller.
- GoogleGadgets – Allows the user access to the wealth of Google Gadgets in-game
- Notepad – Gives the user the ability to use the Notepad application in-game to take notes for quests, locations, etc.
*The technology works on XP and Vista but the in-game overlay system will not be available to Vista users until January. Take note – the updater will auto-upgrade your vista version when the in-game support is added.*
More about the Technology:
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News Index
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Saturday, October 18, 2008
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Life In The Fast Lane - Oct 18, 2008 7:13 AM PDT | Posted by RainStar
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Life in the Fast Lane Episode 6
“Ironically, the stellar body that first brought the Hutts to the Sisar Run millennia ago is now considered a great nuisance by them and anyone else navigating near it. The Novolek Beacon is a trans-dimensional energy streamer, a rare sort of the pulsar star that emits a steady barrage of radiation, stellar energy and matter as it rotates. The streamer is a result of EM-invisible, multidimensional, gravitational curves intersecting across a large star. Sort of a convergence of hyperspace mass shadows, the star is under great gravitational stress, but does not possess enough realspace mass to collapse into a singularity.”
“In addition, the gravitational curves are not uniform, and occasionally, a patch of the star will be freed of the immense forces pushing against it. This patch then explodes outward in realspace, like air pushed out of a balloon. The realspace stream is mostly high-energy stellar plasma-hydrogen and helium gases-yet this stream causes a hyperspace shadow itself. The hyperspace shadows are dragged back into the other gravity wells, but the realspace particles continue unaffected.”
“This paradox, the El’shuun Aa Effect, causes immense disturbance throughout a localized area of hyperspace. The “walls” between dimensions are stretched thin at this point and even subspace communication signals are disrupted, their broadcast ranges varying radically. Yet, despite all this chaotic activity, all that is seen in realspace is particle fountain emitted from a bright star, flashing like a light-house in a storm.”
“The Novolek Beacon, like most energy streamers, is not always active. It follows precise cycles, as the stellar bodies that cause the imposing gravity curves to move about in space. The Beacon, nicknamed “The Grandfather Clock” for its precision, flares every 28 days, 12 hours and 42 minutes; the flare’s duration is variable, however lasting anywhere from a few minutes to a couple of days. At this time, all hyperspace travel around the Beacon has to be rerouted or slowed down, depending on the Streamer’s intensity.”
“The Hutts have long been dreaming up a way to destroy the star since it slows down traffic and spawn all sorts of excuses for disreputable smugglers who conveniently ‘lose’ important cargoes. Incidentally, it creates an arena for competing pirate forces. Rumors float up and down the Sisar Run that Durga the Hutt is contracting scientists to come up with a plan to destroy the Novolek Beacon. What would happen if a transdimensional streamer was artificially destroyed – is unknown.”
Kal listened to this during the hours of hyperspace and studied any information he had on local space. It didn’t help the feelings that came up; it’s a trap of some kind. He shook off the daydreaming and got back to work.
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News Index
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Wednesday, September 24, 2008
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PA Spotlight – RID of Starsider
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Galaxies and Guilds - Sep 24, 2008 10:29 PM PDT | Posted by MiranConti
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Regal Imperial Defenders of Starsider
What is the name of your player association, and which galaxy do you play on?
Our player association is named the Regal Imperial Defenders, or RID for short. We currently reside in the Starsider galaxy.
How many members are in your guild roster?
Our roster can fluctuate anywhere between 120 and 170 members. Half of those tend to be alternate characters. A percentage also tends to be inactive. However, if a character isn't played at least once a month, it's removed during our monthly inactivity purges.
When and how did your player association get started?
I had always wanted to form a guild to RID the galaxy of Rebel scum, but couldn't due to lack of funds. One day, however, I received a large sum of credits from someone I didn't know. I used these credits to establish a guild hall at the Imperial Oasis on Tatooine. After much hard work, our guild was formed on November 23, 2003.
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News Index
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SWG Stratics Voice - Jul 8, 2008 10:14 PM PDT | Posted by _zigzag_
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We will be bringing our forums down Friday, July 11th 2008 to import restored user data initially lost in May. The following was posted in our Forum Announcements:
"On Friday, July 11th our message forums will be taken offline for approximately 48 hours while we restore the data we were able to pull from the old database and merge it with the existing data. The restoration will begin at about noon EST on Friday.
Users whose accounts were recovered from the old database will have those accounts merged with the current existing account, if the username and the email address match. For those of you who created alternate usernames we will be able to merge your restored account with your new account after the restoration has been completed.
If you have any questions or need any assistance with your account please email [email protected] or use the "Contact Us" link at the bottom of the forums."
Stratics IRC -
Please feel free to join us on Stratics IRC during the downtime! You can connect to one of our Stratics IRC servers using your favorite IRC client. A list of popular IRC clients is available on our downloads page, and for those who wish to chat via their browser you can connect via our java IRC client. (Java required - download here)
Connect to irc.stratics.com (port 6668) or choose a server close to you from following list:
stratics.frws.com USA - Colorado (ports 6667 6668 7000)
irc.glowfish.de EU - Germany (ports 6667 6668)
stratics.afraidyet.net USA - Texas (ports 6667 6668)
irc.gamers-irc.org USA - Colorado (ports 6667 6668 7000)
While we apologize for the inconvenience, we are at the same time very happy this scheduled downtime is occurring as it means we are returning to normality!
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News Index
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Galaxies and Guilds - Jul 8, 2008 11:27 AM PDT | Posted by RainStar
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What is the name of your player association, and which galaxy do you play on?
Starhawk Conglomerate (SHC) on Starsider.
How many active members are in the guild?
Roster: 380
Active players: 80
Active toons: 170
When and how did your player association get started?
SHC was founded approximately 1 month after the launch of Star Wars Galaxies. Even though the concept of the Starhawk Conglomerate had been planned well before the launch day. The concepts and ideals were planned and developed by Tom, Coren, and Arment Starhawk, all veteran pilots of X-wing Alliance.
An excerpt from Tom Starhawk's journal entries before his tragic death at the battle of Corenth Unaversias, better known by its abbreviation, the C.U.:
"In the beginning, the idea started off where my cousin and I would portray Thomas and Coren Starhawk. We were going to originally be bounty hunters / security guards for FDWS. However the game wasn't even half of what we made it out to be, and a month after signing up to be apart of FDWS (take note this is one year before the actual release) we jumped ship. This is when Arment who was a friend of mine from mIRC came into the picture. Coren, Arment and I would create our own guild. Coren and I had already had a clan of 200 members called ISHI - Intrepid Starhawk Industries. However Arment wasn't in on that, and we'd thought it'd be a horrible thing to do to name it the same thing. So he brought to the table the Starhawk Conglomerate. We were all going to take on the last name of Starhawk and the Conglomerate would be basically an RP base since all three of us are roleplayers. By the time launch reared its head, I was the only one to make it. So it was all up to me to start the guild..." Tom Starhawk
SHC was founded in the city of Nashal, on the planet of Talus. Another entry from Tom Starhawk's Journal:
"Nashal is where I met my first few business partners. Deku, Narr'Durzol, and actually Allawellyn. At this time Narr was working on becoming an architect and I had no idea what I wanted to be, but I knew what I wanted to do, start a guild. I recruited a few people including Deuce Wildcard and Aus'tin Surge. Unfortunately, we were getting no where fast. Narr'durzol was my best friend in the game and basically we'd just go on adventures together. Allawellyn took me on my first kill Rebel mission. I became an Imperial the hardway by doing 40 of those delivery missions that only granted 5 FP. Soon I met Reggi when I was a pistoleer, and I recruited him for the guild. He became Narr'durzol's apprentice architect and the first guildhall had gone up. Wick was announced the first Master Architect and TIO was the first guild... I had to get in on this, so I talked to him and basically he tried to cheat me." Tom Starhawk
Is your guild based out of a player city? If so, which one, and how did the city get started?
The Starhawk Conglomerate is based out of Flame's Hold, Talus. Some historic perspective is provided by Reggi Lonestar, from his printed work "The History of SHC":
"The day of player cities came and the player city limit of Tatooine had already been reached and the Tatooine city hall I had created was worthless to us. We contemplated placing our city on Lok (due to the fact that you could use Tat structures there, because it was just more then the city hall... it was all of our houses as well that would have to be replaced). We thought long and hard and all had a eureka moment. Let's go back to our planet of origin, Talus. We knew exactly the spot in mind for our new city, Iwen created the city hall (we just barely had the parts to make another) and we scouted the spot. It was clear of structures! It was the flame, the namesake of our now beloved city, Flame's Hold. We placed the city hall in its current location where it rests today, Allwellyn placed her hall where the SHC guild hall currently sits (a fact that Tom did'nt like too much) and the SHC guild hall was located to the right of the guild hall. Iwen and myself began production of the first generic mediums and the first streets of Flame's Hold came into being." Reggi Lonestar
Flame's Hold is currently one of the largest and longest standing player cities on Starsider with a rich tradition of excellence.
Is your guild partial to one faction over another? Why did you choose that faction (or remain neutral)?
SHC is an Imperial guild who is part of an Imperial Consortium with many allied guilds. Starhawk Conglomerate does not condone or accept Rebels as a part of their ranks. It undermines the aims and ideals of SHC to guild Rebels.
How is your guild leadership organized (i.e. single guild leader, council, etc.)?
The leader of SHC is Svaartvadel. He has been the guild leader for many years. However, their are two governing bodies within the confines of SHC: The Executive Council and the Senior Council.
The Executive Council is comprised of the following four members: Svaartvadel, Jod, Lalapb, and Reggi. Their roles and duties include to deal with Interguild Relations and Policies as well as overseeing the communication of the councils to the guild and the other guilds on the server and across server lines.
The Senior Council is comprised of the following five members: Warlorn, Kiris, Kyysh, Sol'us, and Dantel. Their roles and duties include overseeing the Intraguild Communications, voting of guild policy, discipline, and guild related issues.
Other leaders within the guild that are not part of the councils, include events, recruitment, space, crafting, PvP, and role-playing.
What sets your guild apart and makes it attractive to current and prospective members?
Starhawk Conglomerate is rich in tradition. We were founded almost five years ago and are still one of the strongest guilds on Starsider. This is a strong PvE guild that is self-sufficient with many traders in all the disciplines. Because of such a large and diverse membership, SHC has players who are at home in space with most of the guild being at least a one time ace or even players that excel in PvP.
Because SHC has established themselves as a guild that has stood the test of time and has many attributes, we are considered one of the elite guilds of Starsider.
Above all, the members conduct themselves with a level of integrity that is unique among many of the guilds we are allied with. This is part of our mantra of "SHC: S trength, H onor, and I ntegrity."
Because of SHC's ever presence on Starsider, many other guilds have a respect for their play style and know that their motto is never far from the member's mind: "Heart to guild; life to Empire."
What professions are most popular with your guild?
Part of what makes for a well rounded guild is that SHC is well represented by all professions. There are many combatants as well as crafters who help provide for the needs of the combatants. There are less smugglers and spies as the other combat professions but enough traders to outfit an army.
Does your guild put together events (i.e. raids, parties, storyteller events, etc.)?
SHC has an event coordinator who is in charge of the monthly calendar of events. The calendar has specific events that are aimed at all play styles. Weekly norms are heroic instances, slayer collections, bunkers and caves, PvP, meetings, and socials. In addition, our home city is the host of many server/dev sponsored events which help to bridge the gap between the different guilds and the different factions. These server events range from role-playing, attack and story events, as well as PvP and PvE events.
Rarely is there a time when there is nothing going on within the guild. On those rare occasions, guild members band together to help each other finish up gear, quests, or just hang out in Ventrilo and have a fun time.
When all is said and done, SHC is about family and friends and not just about killing. It is truly a staple of Starsider's community.
Does your guild have a web site? If so, what is the link?
You can visit our web site here.
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SWG Stratics Voice - May 10, 2008 1:37 PM PDT | Posted by Paaar
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Because of the recent update to BlackHats and all the attention they’re receiving I decided to recruit some help and compose a short guide to playing as a BadHippie for everyone who just started or is simply bad at killing things from 60 meters away with first strike and sniper shot when you have the advantage of surprise.’
Now I’m an experienced BabyHippie and have leveled at least 4 of the same race to 90 on the same server in the same slot, so my word is law and am clearly undisputable.
Chapter 1: What Everyone Knows About BigHeading Except You (but not after you read this)
Jewelry:
Every decent (add your own BH acronym here) knows that jewelry is for suckers. Why tarnish your dazzling image by not constantly trying to kill someone 20 levels higher then you to acquire a useless set of trinkets? I certainly never did, and you shouldn’t either.
You can achieve the same effect as +120 stamina with your sage-like knowledge of every single pixel inside the cloning tube you’ll be spending most of your time in! Trust me, its part of the lesson.
Are you still paying attention? Good. You’ll be tested on this at the end.
Bounty Hunting:
Hah! Like you’re ready for that yet.
Getting Missions:
The most important part of tracking your elusive target is accepting their mark. This can usually be done at “bounty hunter terminals”, but you can substitute these for either “explorer terminals” or “artisan terminals”, depending on how adept a bounty hunter you are.
As you know, at level 22 you’re officially a certified Bounty Hunter and can now forgo all the friends in your group and rush to the nearest Bounty Hunter Terminal (probably located in Theed). When you first log on, you might notice something, there are no missions for you to accept, this is normal. Instead of going out to increase your level, you need to stay at the terminal, continually refreshing the screen until either your finger becomes an inert, useless appendage or common sense smacks you about the head.
Every good Bounty Hunter knows that you are only player given missions after you complete Legacy on two different accounts. I bet you’re surprised!
Shooting:
Click on your target and hold your finger there. Auto-aim is for people who wear jewelry. Make sure to constantly swivel your screen to keep up with the Jedi running circles around you.
Traps:
Never use these, even your marks will laugh to death at you. This could be a good thing, as it may be the only way you can kill them.
Tracking:
9/10 times your bounty will be on the Nova Orion station or Kashyyyyyyyk, in either case, make sure to continue sending droids out until they go somewhere else. This process could take anywhere from months to years to complete. Be patient.
On the 1/10 chance your foe has dared exit the safety of the lush forests of wookie-town they will be inside their homes. A good technique to use here is the famed “door watching” maneuver, known only to the most professional of Bounty Hunters.
Try to use psychological warfare on your pitiful mark by standing still and silent, but never becoming AFK. Faced with such a conundrum, your foe will be driven mad!
That dog has the right idea, do you?
Communicating:
Words are the hammers and screws in the toolbox of communication, so make sure to type them as jumbled and unorganized if you can. This may confuse your mark. Common phrases to try are:
if i pay u 100k will u let me kill u???? –This means that if (heaven forbid) you cannot kill something, you will retain your pride as a Bounty Hunter. The opposite phrase is:
pay me 100k or ill kill u!!!!! n00b!!! –This tells your mark that if he doesn’t pay you 100 credits you’re going to kill him and be 100k credits poorer. Even if they pay you, make sure to kill them anyway.
Stalking Your Prey:
If you manage to get this far, congratulations! You’ve officially proved your literacy!
“Make your plans as dark and impenetrable as night.” Sun Tzu said that. Just thought you should know.
Following your prey is the most sacred of all BHing arts. Remember to follow them wherever they go, be it to the store, another planet, or to their faction-based guild hall full of their powerful friends. When the right time comes, attack with all the fury in your tiny little pea-shooter!
Killing the Mark:
Point, click, fire off a special once in a while. Just make sure that if you lose (heaven forbid again), you destroy their special addition walker or speeder. No repairing for them!
Cloning:
Try not to cry too much at this point. In another 30-40 bounties, you’ll be going all pro!
You've now got an entire guide under your belt and about 50 hours of cloning experience! Good job! Remember to tune in next time when we handle killing spies! Don't miss it!
Well, this concludes today’s article. I hope to write more on the subject in the future.
Tell me I wrote this like a god at [email protected]
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Life In The Fast Lane - Mar 10, 2008 3:14 PM PDT | Posted by RainStar
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Run for the Star is Episode 5 of Life In The Fast Lane by patchman70.
As the Aggravation gained altitude and speed leaving Merim City, Kal managed to fly his ship one-handed while keeping an ice pack to his right eye.
“The swelling seems to be going down. I just wish my back didn’t hurt too.” Kal spoke to everyone in the ****pit. “Once this is over we will discuss this in a more adult way.”
“Aye Aye, captain,” the human female happily chimed in from the seat behind Kal. “I’m glad you haven’t learned to hit any harder or you might have left a mark.” She pressed an ice pack to her jaw.
Te’vah just sat in the co-pilot seat, playing with a head wrap that was made to look like a Twi’lek’s skin and lekku. He was still trying to get a grasp of the situation that happened moments before.
Fifteen minutes before…
Kal shuddered, blinked and tried to forget the incident that happened about two years ago. Kal was working as a co-pilot on the tramp freighter Ferocious Durni when he had to defend the ship from a group of thieves. His ship had a crew of five and the thieves had six. The fight was brutal. Only two of the crew and Kal survived. The thieves weren’t so lucky, they all died. Actually one thief did survive the fight but didn’t survive the questioning.
Kal blinked again came back to reality. It always came up when he had to draw his blaster. It reminded him to never forget how close to the edge this life was. Not the fun carefree portrayal in stories or holo-vids. Back to the situation at hand, he worked his way up the ramp.
At the top of the ramp he covered left and waved up Te’vah.
Te’vah made it to the top of the ramp and covered right. They worked their way to the ****pit and their quarters. He hit the button and brought the ramp up. As soon as it was up, he cut the power and locked it into place.
“No retreat. We need to take off for this job or we’re done.” Spoke Te’vah quietly.
“Check the hold.” Is all Kal said.
Quickly and quietly the co-pilot moved left and checked the hold. He came back in about 30 seconds. “All clear and I locked down the ramp.”
“****pit is next, cover me.” The captain of the Aggravation said with little emotion. He hated this part of the job. If the choice was us or them, it was no choice. “This is MY ship.” In his YT-1300 ship configuration, which was the basic model he had, the ****pit was directly right of the ramp. Just past this was access to the crew quarters, work bench, and galley.
Kal worked his way through the hall to the ****pit. It was empty. He briefly scanned the area for anything missing or out of place. Nothing was. Next he checked the computer consol and screen just behind the pilot chair, flipped a few switches that were set to see if anyone tampered with his ship. Nothing seemed to be messed with.
Te’vah should be getting nervous now so he worked his way back to the hall and got his courage back.
“Someone is back there, in our part of the ship and not being quiet.” Te’vah spoke in a hushed voice. Not that either had anything worth much but it was their stuff.
“KO, watch the back half and I’ll go right. I finally hope I get to shoot whoever is doing this. We are losing time.” Kal said back.
Kal worked along the right wall and Te’vah on the left. Peeking to the back first to try and see anyone in the repair/junk bay and not seeing anyone. He worked to the couch and non-working game table. Again seeing no one but hearing someone frustratingly sighing and muttering to themselves around the corner to the crew quarters and galley.
That voice sounds familiar, Kal thought. While he was thinking that, he banged his knee into the table and knocked some junk to the floor. The voice around the corner was silent.
Giving up on stealth and needing to get off planet, Kal limped around the corner, his blaster ready. It was not what he was expecting to see.
The shapely butt of a Twi’lek was bending over looking into his fridge and piling a bunch of food packets on the shelf above making a complete mess, yes a mess on HIS ship.
“’Bout time Kal, all this food won’t make itself. What do you want, the brown or red stuff on bread? You need better stuff for guests.” She spoke still looking through the fridge.
“I should know that voice,” thought Kal as his gun and eyes were still trained on her butt.
She finally turned around, saw that his eyes and gun were aimed a bit low and gave a loud cough. “Eyes are up here, Meatlump.”
He looked up at the ‘Meatlump’ and looked into her eyes. She smiled at him. It clicked. In a second he was within an arms length. She opened her arms expecting a hug and caught a left hook from Kal on the chin. She went down in a heap.
Just as Kal hit the unarmed Twi’lek, Te’vah moved in to the room to cover his boss and remind him that they need to get moving. Seeing his boss strike her, a beautiful creature of his same race, he ran as fast as he could to save her.
Before he got to interfere, Kal grabbed her by her lekku’s and started to drag her towards the ramp. She was stunned so he dragged her about a meter. As he kept pulling her, he nearly crashed into Te’vah. Suddenly the lovely Twi’lek was lying on the deck, lekku-less.
Kal looked from his left hand holding the ‘brain-tails’ to Te’vah and shrugged. Te’vah started to get sick.
“Stop it. They’re fake and she deserves worse.” Kal spoke and tossed the fake headwear at Te’vah, who tried to avoid it landing on him. It landed right on his blaster, caught on the muzzle. He screamed.
“Get the ship prepped and I’ll throw out the trash.” Grabbing the lady by her collar, he started for the ramp.
Te’vah stood for a second with a very nice and long set of fake lekku’s wrapped around his blaster until turning around to prep the ship when a female voice called to him
“Can I have those back, they’re expensive.” She spoke with smile that was showing a nice streak of blood starting to run out of the right side of her mouth.
Still a bit stunned, the Twi’lek co-pilot hurried to her as she was still being dragged by Kal, dropping it on her chest as he ran to the ****pit.
Kal finished dragging the ‘guest’ to the top of the ramp, “You can throw yourself off I’ve got stuff to do.” He could hear the ships engines start to warm up. Good, Te’vah was getting pre-flight going.
“Come on Kal, I thought you might need another hand for your ship. You should give me a shot; after all we have been through. You owe me at least that.” She spoke as she put back on the fake head with lekku.
“Chance?!” He laughed, “YOU got me in most of the trouble I have been in, that I am trying to get away from this past year. Shooting you would be too good.” Kal started to cover her with his blaster.
In a blur, she swept her legs at Kal’s, taking his feet out under him. He landed hard on his back and the blaster flew off towards the ****pit hall. She jumped on top of him and gave him one good punch to his face that dazed him.
“I told you once I don’t like blasters aim at me. You need me and I need you right now so truce?” She used a friendly yet deadly voice that he remembered from long ago.
“You can use your skills on another person that doesn’t know you. Get off my ship.” Kal said to both visions he saw of her. His head started to hurt.
“Kal please, can’t you…” before she could finish the blast doors opened and a motley crew led by a rather fat and ugly male Twi’lek.
“Ressakai Ike’gika, you are my property and you will come back to the ship NOW!” His voice resonated inside the ship.
“That’s why.” She muttered. “I had to get away from the core and this was the easiest way. I was hoping to be away before he noticed I was gone.”
“Ressakai? Where did you come up with that?” Kal said as he rolled his head to one side to check out the entourage. His blaster was very much out of reach at the moment.
“I liked the sound of it and will you help me, please?” She whispered in his ear as she rolled off of him and ended up in a standing position leaning against the opening with her arms crossed in front of her. He could see two blasters in holsters on her back hip.
Kal was still lying down and cursing again for another problem situation that he could easily control if it wasn’t for sense of, if it couldn’t be honor then what was it? Fate? He rolled onto his side and sat up, resting his head in his hands. “I might as well enjoy this a bit before it gets ugly.” He thought to himself.
“She’s not mine; I don’t know who she is…” Kal shouted. This got him a death-look from Ressakai. “Oh I mean we’re in love.” He corrected himself.
“Give her to me now or you will die!” was all the ugly Twi’lek said. He group responded to his threat by spreading out and having blaster at the ready.
“You owe me a lot,” Kal mumbled as he started to stand up, grabbed a blaster from Ressa’s hip and rolled to the right side of the opening. “Te’v, TURN ON THE SHIELDS NOW!” He yelled inside of the ship to his co-pilot. Ressakai also grabbed a blaster and took as much cover as she could.
Both sides opened fire. Both sides hit everything but what they were aiming at. Crates, the ships hull, walls; all took hits. People didn’t.
“I don’t think I’ll get my deposit back,” shouted Kal above the firefight.
“I think we are making it look better, like a real docking bay should.” Ressa shouted back.
“Kal, we either get engines going in 1 minute or I bring up the shields and we have to start pre-flight all over again, I told you this before,” Boomed Te’vah’s voice over the PA on the ship.
“You owe me big.” Kal yelled above the blaster bolts hitting all around. “Close the ramp when we lift off, I’m going to the gun well.”
Ten Minutes later…
After the firefight, the ramp not completely closing and having to do some quick work, the lower gun shooting once and losing all charge, Te’vah just missing the top of the docking bay, and a brief shouting match between captain and co-pilot. After all this the Aggravation made it to space.
Taking out the datapad he was given, he plugged it into the ships computer. It self installed a number of sub-files, one was to something called ‘Sprax Subscape Communications,’ a another opened up an astrogation file with coordinates, and a few others he didn’t recognize. The astrogation coordinates got Kal’s attention.
Kal punched up the astrogation computer and began crunching the numbers for the jump to light speed. This will take a few minutes.
Te’vah continued to fly the ship, something he hasn’t done in awhile.
Leaning over Kal’s shoulder, Ressakai read the same information that Kal saw. “Ohhhh the Novolek Beacon, this should be fun. I’ve heard it’s ‘ON’ right now.”
“On?” Questioned Kal. “What do you mean by ‘ON’?”
She ignored the question and kept reading. “Proceed to following Coordinates. Once there, set subspace transceivers to com-band Gamma-34. Await instructions.”
Turning to the communications/countermeasure control panel to her left, she worked on trying to see what else was on the datapad. “Damn, encrypted. Hang on let me have a go at these.”
“NO, let just do this by the book for now. I want to finish this and get paid,” chided Kal. He got the usual smirk from ‘Ressakai’, the same one she gave him awhile back when he wanted to play by the rules. Besides, he couldn’t remember her real name now.
The Astrogation comp dinged up with the hyperspace information, Kal went to work on shortening the trip. Took him another 2 minutes, he shaved of a few hours IF all was correct.
“Ready?” Kal pulled the lever to jump to hyperspace, “Now you got time to tell me what ‘ON’ is and how you found me.”
The stars turned from pinpoints of light to streaks and the ship jumped to hyperspace.
Hours later, the ship emerged from hyperspace with a disconcerting amount of dimensional turbulence. Though the shuddering viewport, they saw their destination. There, rotating slowly in space like some deadly fountain is the Novolek Beacon. It is a deep yellow star, which spouts its stellar matter as it spins, as if it were bleeding. Littering the area around the star are concentric rings of gaseous plasma, slowly expanding away from the star.
“See, just like I said.” Beamed Ressakai.
“No, it’s much worse…. “Sounded Kal, giving his usual bright outlook.
The Aggravation was third ship to drop out of hyperspace in the race.
Stay tuned for episode 6 by patchman70!
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Friday, February 29, 2008
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SWG Stratics Voice - Feb 29, 2008 8:55 PM PST | Posted by Paaar
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I suppose I’ve not been entirely honest with you all over the past week and how I promised another article soon with photoshop and the works- and am deeply sorry. You must understand, though, I was too busy snow camping in Israel to come write. You have no idea what kind of cold it gets there.
To make up for my complete disregard of moral hygiene I’ve got an interview with our community’s very own Anach.
Instead of staging a full on voice-interrogation, Anach preferred to keep it limited to messaging, and who can blame him?
1. Where do your incredible ideas find their creation? Just how do they come to mind?
Often I'll be playing the game and notice something that could use some improvement. I'll then alt-tab to write down a reminder note to post something more detailed later. Other times an idea will form from discussions with other people, inside and outside the game or in other forum threads. Additionally there have been many fantastic ideas and well written posts on the Official SWG Forum that have helped me to improve my own presentation and conceptualizations over the years. I'm always pleasantly surprised when other people approve of my ideas.
2. When you create your ideas, do you consider the coding it would take to put them in action?
Keeping the ideas reasonable is always on my mind. I have learned to reach a compromise between what I really want and what I consider doable within the current game system, without altering the game too much and without stepping on too many involuntary toes. By keeping other players in mind when posting ideas, I hope to have a better chance of seeing those ideas realised.However, I'm sure that my own notion of what is doable is a lot different to what the Devs believe is doable.
3. Do your friends at MOB ever assist you in your amazing concepts?
I'm very proud to say, that even though we removed around 100 members from MOB in October last year due to inactivity, this month MOB has again achieved the game cap of 500 total members. This means that the Guild has a continuous influx of new people, and along with my position in the Guild, I have the benefit of hearing feedback from hundreds of people, with various play styles, on almost every aspect of game-play, on a regular basis. This feedback is certainly a consideration when coming up with new ideas.
4. Have you ever considered attempting to join SOE and put these ideas to action?
In a way, the entire SWG community has joined SOE since the launch of the NGE. It appears we have far more say in what's done with the game compared to how it used to be (as it should be.) There is a forum full of great ideas being posted daily, and with the help of the Senators, we have the means to push for what we want as a whole. Besides, I don't live in the US, and I'm quite happy right here in Australia.
5. What are the processes you go through with every new concept?
It's easy to get lazy when writing a post and just want to get it out there, but having something that makes sense and is easy to read, is more likely to get community approval. This means lots of proof reading, which is easier to remember to do if using a word processor. Also using a word processor means no lost posts due to forum errors. Recently I started using pictures to break up the more lengthy posts, such as in my recent GCW related thread. This makes them much easier to read and is something I'll be doing more often.Before I start putting the idea together, I might ask around my Guild for other people's opinions on the subject and read up on other similar posts. This way I get a general feel about my own idea before I post it and possibly something I hadn't yet thought of. This is exactly what I did with my recent post on Decay via smuggler slicing. Both subjects are frequently hot topics within my Guild and on the forum. So I thought of a way to combine them, to bring in extra content and keep the choice of decay up to the individual.
6. Aside from SWG, what MMOs do you play?
I've dabbled in quite a few MMOs over the years. Some of the more recent include: EQ2, PoTBS, MXO, VG and WoW. However I'm more a Sci-fi kinda guy and find playing more than one MMO concurrently is too time-consuming. Right now, SWG is the game for me.
7. Does real life ever influence the ideas you carry over to the SWG forums?
Sometimes other games can influence my forum posts and suggestions, but as far as real life and forum life, I try not to mix the two. I've seen a lot of people let one influence the other and usually not in a good way. If I find I'm taking the forum or the game too seriously, I'll usually take a break or limit my time there for a while. Otherwise the game stops being fun. I try my best to keep forum comments non-personal and not carry any debates over to other community forums.
8. What else do you do to improve SWG as a whole?
Other than trying to improve the game through the various forum threads, I leave myself available for advice in the various communities I participate in. I know there are some out there who appreciate it
9. Would you ever become a Senator for Gameplay or Community- etc?
The Senators do a great job, posting many great ideas and keeping the community updated with various Guides and bug threads. Like many other SWG players, I'm quite appreciative of their dedication. However, I'm content enough to offer feedback to the Senate threads like everyone else, and be able to step away at anytime.
10. Do you think the Devs are listening to you and your posts?
I'm positive they are listening and taking notes to many forum threads. I wouldn't expect them to reply to every post I made, especially as these days, they seem to need a disclaimer every time they reply to anyone's idea. Of course, I think we all would like to discuss ideas privately with the dev team in depth, or get a sneak peek at what might be coming, but like everyone else, I have to wait and see.
11. Lastly, who or what do you consider to be the greatest influence on your ideas to improve SWG?
Honestly, I'm encouraged every time I see a well written post on the forum, but there are some I'm always sure to read. I'd have to say, most of the Senators, Blue Glowies, BadMisterFrosty, and Everitt_Cage, to name a few. These folks generally maintain a high level of quality in their posts.
I'm glad Anach had the time to interview!
This article should hold everyone over until next time!
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Monday, February 25, 2008
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SWG Stratics Voice - Feb 25, 2008 9:12 AM PST | Posted by RainStar
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While clearing out old guides I came across the one below. It might be a few years old but the message is still valid.
I decided it needed to see the light of day. :)
Damien Wyrmsbane
06/03/2003
Why should you pay monthly for an MMORPG? You've already paid the 50 or 60 bucks at the store, so why is it that you've got to subscribe to this game like it's a service? Lots of people ask why they have to pay for the software if they have to pay for playing the game. Shouldn't the software be distributed freely if you have to pay for the pleasure of playing? There isn't a single answer to this, but I'll try to go about it in the most direct way that I can.
You pay for MMORPGs because they cost money to produce. Buying the software up-front is no different than you going to Electronics Boutique and buying the newest Final Fantasy. Production of a game cost money, and lots of it, and you, ladies and germs, have to pay for that production if you wish to partake in the game's wondrous pleasures.
But, Damien, you ask, why in the world do I have to pay a monthly fee if I've already paid for the game's development when I buy the software? Well, in most situations where you buy a video game, you don't pay a monthly fee, correct? Well, you also don't get updates (except random patches, if it's a PC game) and don't get new content added every week, month, etc. You don't get in-game support, and you don't get fixes to bugs whenever they are found. Console gamers have it the hardest, as their games, as a general rule, can't be patched and so they are stuck with what they buy. PC gamers have it easier in this respect, as some companies (Blizzard, for example) offer services where patches, updates, support, and fixes are provided free of charge.
Also, since you are reading this, I can only assume that you have access to the Internet. Duh, Damien. But, anway, unless you are getting your uplink from a school, university, work, or café of some sort, it is safe to assume that you have a monthly Internet bill to pay. Well, so does any company that runs an MMORPG. Except they have a tremendous Internet bill to pay. They also have to pay for the servers which hold and run the game, and these aren't just your run-of-the-mill "Dell Inspiron" PC's. These are top-of-the-line servers running 24-hours a day. They cost more to keep running for a month than most third-world countries see in a year. That's a lotta dough, and without a monthly fee from me, you, and all the other MMORPG addicts out there, there's no way that just selling software could keep the game afloat.
And there's another reason, as well. Are ya seeing a bigger picture than you once were, now? Well, this may be the most important of them all. People. Your monthly payment to Sony, EA, etc. pays their employees. Have you ever called a game-master for help? You pay his salary. Have you ever had a question about the game and in-game support helped you? You paid his salary. Have you ever had to call the company because something was wrong and you couldn't get into the game so someone had to walk you through it at 2:30 in the morning? Well, guess what? You paid his salary.
Monthly fees for an MMORPG are not just there for a corporate fat cat to sit in a velvet chair and eat filet mignon every night. Monthly fees are in place, because without them, we wouldn't be able to play the games we love. And even if the company did keep the game online, you wouldn't have the support or updates that you are so used to, and the game would go under. Fast. So next time that credit card bill comes in, don't mutter to yourself about paying montly for a game. You should relish in the fact that without your 10-15 dollars every month, this game wouldn't be possible. That without your 10-15 dollars every month, you would just be sitting in front of the TV watching In the Heat of the Night reruns, wondering what went wrong with your life. That without your 10-15 dollars, some tech-support worker's family couldn't have food on their table. Well, maybe it's not THAT drastic, but every subscriber makes a difference in the upkeep of an MMORPG, and that is why you have to pay a monthly fee.
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Thursday, February 21, 2008
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Life In The Fast Lane - Feb 21, 2008 1:44 PM PST | Posted by RainStar
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Run for the Money is episode 4 of Life In The Fast Lane by patchman70.
Down the ramp walked an aging Shistavanen male, flanked by two well armed body guards. He was wearing a well-tailored but functional flight suit. His face is grizzled with age, his fur peppered with gray and his left ear is torn. He pulled off his gloves and hesitated as if something was wrong. Turning to the Rodian on his left, quietly whispered something into his ear. Shouldering his carbine, the Rodian sprinted off into the direction the two droids went.
A muffled conversation could be heard with the sounds of something hard hitting metal. Out came the same two droids carrying a foldout table as fast as they could with the Rodian in tow, placing a few kicks and choice words to keep their pace fast when it lacked.
Quickly after setting up the table centered in front of the captains, the off white protocol droid grabbed and place a chair for his master, offered a few apologies and kicked the other droid for forgetting the table and hurried out of sight again.
With a loud sigh, the Shistavanen sat down. “Good afternoon Kalend, Rycar, Kal’falnl, Elis, Nabrun, Az-Iban, and Kal.” Mal Biron spoke giving a brief nod at each captain.
“Thank you for coming. I trust the refreshments are adequate. I have some merchandise I need moved along the Sisar Run. It is quite an important cargo, so I’ve contacted each of you to make the run to ensure that at least some of it gets through. Your crew will be paid 5,000 credits for the run, with a 5,000 credit bonus if you are the first to deliver your final payload. Those who are interested, remain seated. Those who are not, please leave.”
No one moved.
Mal continued, “A cargo pod will be loaded onto your ships, at a yet-to-be disclosed location. From that location, you will move to the Salin Corridor and rendezvous with the Destination: Adventure! A luxury liner, and deliver the pod.”
Some of the crews and captains mumbled thoughts and plans, Mal kept talking.
“To be fair, each of your datapads has a file called ‘Envelope.’ It indicates your first location,” Almost all were pulling out the datapads and were about to start working on the location, but the talking employer words stopped them from working on it further, “No need to look it up now, the file is coded to work through your nav computers. I will let you know when it starts.”
Mal stood up from the desk and every other captain did too. Each captain and crew then seemed to migrate away from each other crew, a bit tightly lipped and more whispering, more planning. Kal’falnl also seemed too pushed away from talking with anyone, including Kal but gave him a look with a wink to seem to keep up the prior arraignment.
Mal Biron Started with the crews on the far right and greeted each group, making small talk and answering questions as he worked through his new employees.
As Kal and Te’vah were working out planning and seeing if they have enough of a ship to complete the run let alone finish first, Kalend Thora popped her head into their conversation.
“So what do you think, you going to win?” Kalend ask.
“Uh, sure we can. I have every faith in my ship and crew.” Kal answered puffing his chest out, with as much bravado as he could.
“These guys are pretty scary. I just hope to get the delivery money. Just hope that no one does anything stupid just to win. Last time I tried one of these cargo races one ship, trying to cut time cut out of hyperspace on top of another ship and killed them both. Well have fun. Hopefully he will give us the sign for the event to begin so we can get going.”
With that she worked her wait up to Mal Biron while he was talking with Kal’falnl. All Kal could see is that she said a few works to Mal and he said less back.
Even the jovial Rycar was subdued and Kal caught an air of ‘keep away from me’ from all the other captains. He decided not to move and chat. It was business time.
Mal finally got to Kal and Te’vah. “Well Mr. Surh, I see you set a new record for landing from orbit a few days ago. Very Impressive.” Mal gave a wicked toothy grin.
“Where do I get my picture taken for the plaque? Or is it a statue?” Mal tried humor, it works with a new employer right? No laugh, so I guess not. “So what’s in the crate?” He asked quickly changing the subject,
“Well, nothing that will kill you quickly, radiation or disease. However I would like to avoid any ‘Imperial entanglements’ and this is the best way. But don’t worry you’ll do fine, just no ‘Large’ bumps please.”
“Can you define ‘bump’?” Kal knew how he flied and landed, he was worried.
“Just don’t set a new record, you’ll be fine.” A comlink chimed in on his belt. “Ahhh excuse me won’t you, captain.” Mal moved off to a quiet spot and had a few of his people join him as he answered the call.
His voice was low enough for no one to hear him and yet all groups had their eyes locked onto him.
“Attention everyone, the cargo is on its way to your ships. I do hope the best crew wins and my cargo is safely delivered. Goodbye.” And with that Mal Biron walked directly to his ship and up the ramp he went.
The word ‘Goodbye’ hung in the air for a second. The first group to move was Al-Iban’s. They didn’t seem to hang on the words like everyone did waiting for their new boss to leave the area.
Rycar spoke up as they all seemed to make their way to the door, “Last one to deliver buys!!!”
A few hailed taxis or jumped in their own vehicles, while Kal, Te’vah and Kal’Falnl went off on foot.
“Goodbye Kal! Mayyouhaveagoodtripandyoucomeinsecond after me.”
“You too!” Is all Te’vah could think of.
With that, the Twi’lek and human ran to get to their ship. They stopped and changed direction because the started in the wrong direction and losing valuable time.
They finally found their way back to the docking bay and the ship. No communication was needed to go through pre-flight; they both knew what was needed and who did what.
“Look at the panel.” Kal told his co-pilot as he was about to enter his code to bring down the ramp. Anyone not knowing the ship wouldn’t see it but he could tell that the panel was pried off and put back on. It was to clean around the edge.
“I didn’t do that?” Answered Te’vah while pulling out his blaster and scanning the whole area around his ship.
“Hmmm I guess we have a visitor with bad timing.” Kal’s past was littered with poor choices, bad timing and regrets. However the one thing he never could get over was having someone break into his ship. Ones personal space shouldn’t be messed with.
Kal then brought down the ramp and covering the opening. Te’vah moved to cover the ramp from the other side and let the captain slowly move up the ramp, blaster at the ready.
“I don’t have time for this,” Kal sighed.
Coming soon, Episode 5 - Run for the Star
patchman70
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Saturday, February 16, 2008
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Smuggler and Spy Reactions- Ar'
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SWG Stratics Voice - Feb 16, 2008 6:52 AM PST | Posted by Paaar
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As I finished my e-mail conversation with Rain, as seen in this helpful little article, I couldn’t help but contemplate my assignment with a hint of caution.
When using the word represent I tend to forget the last two syllables and assume that the people who are going to be reading this article were brought up on a suburb in California and have a definition-like understanding of every acronym ever to be typed in any sort of game. So to begin my article I apologize for any hurt feelings or parties that feel like they didn’t get a fair pick at me before I began and wish you all nothing but happiness and joy.
Now that you’ve read through that big chunk of boring text, take some time to recharge your electrolytes (they’re very important!) and rest.
Smuggler Reactions, “We’re all fine here, now how are you?”
As I’m trying to represent two giant parties in this article concerning the most recent update to Star Wars Galaxies, I’m tempted to put Smuggler first because their Senator was the one who endeared themselves most to me and on a completely unrelated story I had a nice quote from a Star Wars movie I can’t quite recall that I found here.
To start out with- I’ve played a Smuggler before and have, at least, the rudimentary knowledge that comes from being one of those dashing rogues to know that we would surely not have this class after Han Solo’s movie-death when he tried to solo a squad of Stormtroopers with a sword- thus I received what I expected when told that the Smuggler community has received its Illegal Pistol Modules like a neglected child receiving its father’s first attempt at righting sore relations after weeks of pretending the aforementioned child did not exist.
“I am actually a bit relieved that there is now a reason to keep doing the UW missions.”
In this handy quote from the Smuggler Senator Firestar, it looks like Smugglers will have a bit more work on their hands in the near future.
Though Firestar also had this to say, “One can only hope they make the means to obtaining these a bit better. Crawling through a manure pile is still crawling through a manure pile except this time you get candy at the end.”
In another handy quote from the Smuggler Senator Firestar, it’s explained that, even if this new addition to smuggling is handy and fairly necessary, the system still needs more refining. In other, less interesting, quote less goods, the Call a Favor cool down reduction has gone over extremely well with the community- as well as the new “NPCs do not attack over water” fix.
Firestar still felt that the changes “should all have been fixed long ago.”
After having content strongly linked to expertise changes being added in to the mix, some Smugglers were feeling cheated. Should Smugglers be granted another free Expertise Respec? Firestar had this to say:“Expertise respecs are cheap. I find it upsetting that they continue to put our content attached to our expertise. Does this mean every time we get new content we will have to re-shuffle our expertise because the only way to access it is through expertise? When our expertise first came out, we were told we would not have to buy back our specials.”
With something like that on the table, Firestar asserted that the next move for any Devs out there is to:
“come to the community.”
“You don't choose Smuggler. It is a profession that chooses you.”
Spy Reactions, “No blasters! No blasters!”
I chose that quote because it doesn’t fit the situation at all, contrary to my last one which fit perfectly. The irony of the quote is that Spies have just been given a bunch of expertise gains completely centered on grandiose pistol-waving intimidation. Replace pistol with carbine and you’ll generally begin to receive the idea I’m slowly trying to make your mind accept as norm.
(Please note the graph is my opinion and is probably supported by several otherworldly entities, so agree)
If you’re still not getting the point I’ve been subtly transmitting to your neural cortex, please read the latest publish notes here.
As was the case in my previous block of text, I’m going to frequently reference to Eveas, our SPY SENATOR for points that may be less-than-obvious. I’ll also admit that I have never tried, nor considered trying to be a Spy. I’m just not cut from the same kind of invisible cloth. Spy seems to be a much different story than the mellow, yellow-blue feelings of the Smuggler community. In fact, I’d even classify Spy emotions as yellowy-red to darksithlordoftherings red. The biggest issue is not the changes they made, necessarily, but the previously existing content that seems broken.
Prominently existing among these issues seems to be Cloaking, Smoke Grenade, and the… WaTs. After a minute or so of searching and an hour or so of apologizing to my Spy friends for asking silly questions I arrived on the conclusion that it meant something along the lines of Waiting atop Towers. I can only presume that when you fail to wait atop a tower you fall, and falling makes you die.
All humor aside, Without a Trace is a valuable skill to Spies everywhere and seems to be failing about 7-8 times a day.
Our SPY SENATOR was only too kind to give his input on the update:“I am disappointed with the changes to covert mastery.”
Though our SPY SENATOR also believes that, “All in all the changes were positive, but a few changes could have been improved.” It also seems that the SPY SENATOR is not alone on this one, as a majority of the Spy community appreciates the “addition of blaster bursts and allowing puncture strikes to work with snipe and BB.”
Where do the Devs go from here? I asked our local SPY SENATOR:
“Balancing the profession for PvE and PvP”.
“I think spy is a difficult profession to get the hang of, but it is a very rewarding one.”
That’s all for now, everybody! I bid you a good night and hope my article made an impact.
Side Notes, “Looking for love in all the wrong places.”
Isn’t it odd that, though Spies resent their new expertise additions, Firestar (Smuggler Senator) says “messing with the spy’s expertise in the same chapter was a bit of a slap in the face.” Smugglers want some love, too, people!
P.S. Expect screenshots, Adobe Photoshop, and more in the making!
Send me your thoughts at Vaudille(put an at sign here)gmail(dot)com! I'm always looking to improve!
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Thursday, January 24, 2008
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Life In The Fast Lane - Jan 24, 2008 8:52 AM PST | Posted by RainStar
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Meeting Time is episode three of patchman70's story Life In The Fast Lane.
Maskman, Cloaked Humanoid, Boneface, a Duro, a Bimm and .... Uhhhh Large bird thing. Those were the captains hanging around in docking bay 42. You could tell the captains by how their crew circled around them; the respect or fear that kept them in line.
Kal and his Co-pilot entered the docking bay by showing the invitation and promptly went to the food spread out under a tent. Not having eaten a good meal in a long while kept the two from really noticing the large Barloz freighter parked in the bay.
"Myshune" muttered Kal with a mouth full of tiny tea sandwiches, finally seeing the transport.
"What?' Ta'vah said, not really paying much attention since he was stuffing his packs with as much food as he was stuffing in his mouth. "Oh Eyeshine," He saw and then ignored his boss by seeing some nice sweets just placed by the droid.
From what little Kal did learn snooping around the local cantinas of the past two days, Mal Biron captained the Eyeshine. The most he found out was that he was a fair boss to work for. The most he'd found out was that he was a fair boss to work for, fair with pay and fair with punishment.
A servant droid replaced every bit of food that both took or ate. Fruits and sandwiches and cold fruit drinks were all over the buffet. To some it would look like a last meal. To the crew of the Aggravation it was free food, and it all fit in packs, well, if you smashed stuff together.
"Let's mingle and see what's going on" Kal spoke, after draining two cans of local fizzy drink. His co-pilot just nodded and quickly put more food on his plate before walking on his pilot's left side, pretending to be alert but keeping an eye on the buffet to see if something new is put out.
Mingling had never been a strong suit of Kal's, and his years in space hadn't sparkled up his touch. Boneface, also known as Givin, was named Elis Helrot. Hinthra was his ship. He works in the surrounding systems, shipping "whatever you need to go, where it needs to be, Fast". Lately Elis and his crew were looking for some contract work to make steady credits. He also seemed to be eating like a starving ship captain too. His crew around him was two other Givins and a human male, names not known, but looks, well, looks gave the impression they were meant to stay silent. Not a single laugh, either, with Kal's best jokes. In the middle of Kal telling a story about his escapades, the conversation ended with the Givin and his entourage moving back to the buffet for more food, tailed by a still hungry Twi'lek with a few empty pockets.
As he turned around, a large bird was standing before him and the long neck was curling down and checking him out. The whole creature towered above him at more than 3 meters, with packs, equipment, arms that looked like wings and piercing eyes that seemed to look into your very soul, if you had one.
"Whatshipdoyoucaptain?" the bird spoke in VERY fast Aurabesh. The ensuing conversation went a bit too fast for Kal's tastes, and he thought he'd given out too much information. Kal learned that her name was Kal'Falnl and was a Quor'sav. He had never heard of them before today. She captained the ShellTooth, alone.
"Sure..." Kal said to what he thought was a question about making a partnership to help each other. Can't hurt making friends, right?
As Kal was still pondering what he'd just agreed to with the Quor'sav, he felt a presence behind him and it didn't smell like a Twi'lek. Actually it was 5 beings; 3 Morseerians, a Gand, and a Chadra-Fan. Well the Gand had a mask but the Chadra-fan was enjoying not wearing one being off ship.
"Who are you huuuuman?" spoke the leader, sizing him up. The voice loud enough to not be muffled by the breather mask.
"Kal. And you are?" Kal was trying to look larger and numerous. One against 5 was not good odds and he wondered where his co-pilot was.
"Nabrun," He said using his top arms to thumb his chest while the bottom two arms were crossed over his stomach. Morseerians have four arms." You should keep your slave on a shorter leash or it will run away. Oh and how much for your slave? I could use a new cleaning one since we got rid of our last one."
"Not for sale and HE'S NOT a slave." Kal said not trying to sound mean but his tone made all but Nabrun take a half step back. "Did I do that?" He muttered to himself, trying to remember how he just did that.
"EVERYTHING is for sale at one time or another. Another time perhaps," And with that the Morseerian and his entourage moved off, this time chatting with the large bird, errr Quor'sav.
"Excuse me Capt'n, you look familiar, do I know you?" A Duro ask Kal. "I'm Kalend Thora."
"Hullo, I'm Kal." He noticed her before, as she worked each group. Rather tall for a Duro, hovering in around two meters. She was wearing a mostly red and white flight suit that hugged her figure and gave her a nice look, for a Duro female. Her only feature that stood out was the scar that went from the top of her head to her left cheek. Her voice was confident and never sounded loud or stood out and she seemed to notice when engage or disengage from conversations that seemed to put off others.
"Enjoying the food and drink? Seems like a lot for beings in our trade, eh? Which ship is yours?" Kalend ask.
Kal replied with ‘You first."
A smile played across her lip-less mouth "Are you flirting with me? Kidding, I have a small freighter called Starknife."
"Mine is called Aggravation. Do you know what this is all about?"
"Nope, I just got a data pad like everyone else seems to have got. Did you get one?"
Shrugging, Kal showed her the one he got, "Yup. Do you know this Mal Biron? People seem not to give out too much information about him."
"Nope never met him. Sorry I must grab a small bit to eat before those Givins and others completely eat everything. Nice talking you to Hal." She gave him a mock salute and headed to the buffet.
"It's Kal..." but she was out of range when he answered.
Since everyone seemed to come to him, Kal decided to go to someone else. The Bimm was next to the Givin. Time to go and talk to him.
The Bimm was finishing what sounded like a joke "... And he said ‘that's the last time I shave a Wookiee!'" Listening to the joke was Elis Helrot and his Givin crew. They made a sound that sounded like an air intake valve sputtering, rupturing and venting gas, assuming that is the sound they make when laughing or about to get angry.
Seeing he had a new audience to work with, the Bimm excused himself from Elis crew and beamed a smile that seemed to be double his one meter height.
"Heya! You must be Kal. That was a beautiful landing a few days ago, like a Bantha on skates. I'm Rycar."
"Yeah, I'm Kal. I thought it was more like a Hutt doing a handstand, graceful and stylish."
"Ooooh, can I use that?" Rycar laughed along with his crew of three other Bimms at the Hutt joke.
Rycar was one of the near-human looking Bimms along with one of the crew. The other two were of the floppy-eared race. Both spoke the same language just floppy-eared type were a bit taller and didn't quite share the jovial spirit of their boss. All looked capable of switching from jovial to dangerous on the command of Rycar.
"Watch this," the Bimm said to Kal. "Nabrun, how much did you make on that run to Tatooine for Jabba? Ouch man I forgot. Better luck next time. I'll buy when I see you in the cantina." This time ALL of the Bimm's smiled at the Morseerian and his crew, which got the effect they wanted. All growled under their masks.
Rycar started another one of his jokes, "A Wookiee, Ithorian and two Jawas walk into a cantina..."
But Kal's mind wandered off a bit. He saw a group of scruffy looking humans grouped away from most of the others. He watched as the group spoke very little, watched everyone and put off a feeling of ‘don't talk to me.' That feeling seemed to radiate about 20 meters since that was the closest anyone got before just walking away. They ate or drank nothing. There were five total, four humans wearing loose fitting clothes and hands on side arms in holsters. They surrounded a being, since Kal could not see his face which was hidden inside a hood.
Kal smiled at the punch line of the story but didn't feel very good. So far they all seemed like better pilots and crew then his. He was use to this, using his plain looks and plain ship to garner work that others ignored. "Credits were credits,' an old captain told him which he used whenever he worried about jobs.
When it seemed like most of the captains and crews started to fill up with food and drink, two protocol droids came out of a side door pushing a hover-sled with a stack of cheap foldout chairs. They stopped the sled in front of the Eyeshine, near where the ramp would come down, however that didn't stop the arguing.
The green and battered RA-7 droid spoke loud enough for everyone to hear, "I still say a semi-circle centered here is best." It used it arms to wave to emphasis what it was saying and hit the Cybot 3PO in its head causing it to drop several chairs.
"You 10th rate Imperial cast off, I'm in charge and we put one for each captain and IF they want others to sit let them get their own chairs. It's hot out and I'm done arguing." The off white protocol droid gave his own emphasis by aiming a kick at the backside of the RA-7. The bang and the hurtful "Ouch" ended the show. Seven chairs were placed evenly spaced under the ship in the shade and the sled ended up off to the side with both droids walking back where they came.
Every captain slowly staked out their chair and personal space. Kal ended up right in the middle with Te'vah behind him still with a plate of warming food. The unnamed secret humanoid, face still covered in his dark cloak, did not sit but put of foot on it and leaned forward still surrounded by his crew.
Kal felt safe, everyone watched everyone, ‘honor among smugglers' still held true, until you found cover to shoot from.
The landing pad came down and the show started.
...Next up Episode 4 ... Run for the money.
patchman70
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Thursday, January 17, 2008
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SWG House of Commons Chat!
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SWG General News - Jan 17, 2008 12:09 PM PST | Posted by RainStar
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SWG Stratics and the Star Wars Galaxies Developers invite you to attend the next House of Commons chat on Wednesday, January 23th, 2008. The chat will be held at 5pm Pacific / 7pm Central in the #StraticsHoC channel on Stratics IRC.
The focus for this chat will be Chapter 8.
You can connect to one of our IRC servers through the use of your favorite IRC client or you can visit our new Downloads section to choose a client. Connect to irc.stratics.com port 6668 or choose a server listed below that is closest to you:
stratics.frws.com USA - Colorado 6667 6668 7000
irc.glowfish.de EU - Germany 6667 6668
stratics.afraidyet.net USA - Texas 6667 6668
irc.gamers-irc.org USA - Colorado 6667 6668 7000
You may also connect through the Stratics Java link which may be found right here. You must have Java installed to use this which can be downloaded from the Java homepage.
RainStar
SWG Stratics
Managing Editor &
SWG Exclusives Liaison
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Producer Note: January 17th, 2008
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SWG General News - Jan 17, 2008 11:41 AM PST | Posted by RainStar
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Hi Folks,
It has been pretty busy around here lately with the start of the new year and the release of Chapter 8 earlier this week but I have finally had a chance to catch my breath and drop the community a note. We are all very excited about C8 and the great response we have had so far. I think the new space content is a very cool addition to the game and we as a team definitely learned a lot in the process. The space game in SWG is very good and I encourage folks who have not done much adventuring in space to definitely give it a try. The Pilot community in Star Wars Galaxies is great and definitely willing to help out folks who do not have a lot of experience in The Deep...Of course they are also quite willing to blow you into atoms if you would like as well.
We will be doing things a little differently this year in terms of our releases to Live. We always felt that the gaps between chapters seemed too long, and sometimes we could not be as responsive to what was going on in the live game as we would like. We have decided going forward that we are going to operate on two tracks in our release schedule, with one track focused on what we are calling Updates and another track focused on Content. Our Update track will address the most pressing issues in the game as identified by Customer Support, Quality Assurance, and the Community team's take on what are players are discussing most as well as picking out one or two areas of the game to give some extra attention to. For the first half of the year we will be working through each of the professions and other constituencies. We will be starting with Smugglers and Spies and we have started feedback threads (Smugglers, Spies) in each of their forums to help us guide what we are doing. We will also be using the top five issues that each of the Senators has collected to lay the ground work for this. These will be released on about a four week basis. It should be understood that we will not be doing major revamping of professions during these updates, but mostly trying to ensure that we give each group some attention on a regular basis.
The Content track will be focused on adding new, quite apropos, content into the game on a regular basis. We will be using this track to add new Heroics, quests, collections, storyteller features, and new game systems into SWG. We want to be sure that we have a constant stream of new stuff into the game that will appeal to all members of the community. We spent a lot of time last year building the framework for delivering cool content into the game and we want to leverage that as much as possible in the coming months. We will start with a new Exar Kun Heroic (as voted on by the community) as well as some new collections (and collection types) and some Storyteller additions. Content Track releases will happen on approximately eight week intervals.
2008 is shaping up to be a great year for Star Wars Galaxies and I have never seen the team working as hard or as efficiently as I have seen them in the last few months. The amount they accomplished to put together C8 is amazing. This is really a fantastic group of devs who are energized by this product and the new things that are coming up.
Enjoy the new Chapter!
DeadMeat
Lorin W. Jameson, Producer, Sony Online Entertainment
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Tuesday, January 15, 2008
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Chapter 8: The Nova Orion Crisis
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SWG General News - Jan 15, 2008 4:30 AM PST | Posted by RainStar
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On Tuesday, January 15, at 4:00 AM PST all U.S. and European galaxies will be taken down for server maintenance and a live update.
When the update is complete, all galaxies will be live but unavailable while we complete final testing. All galaxies will be made available after that time.
4:00 AM PST (Los Angeles) / 6:00 AM CST (Austin) / 7:00 AM EST (New York)
12:00 PM GMT (London) / 1:00 PM CET (Berlin) / 8:00 PM (Tokyo)
Click here for a Time Zone Calculator.
Chapter 8: The Nova Orion Crisis
Publish Notes, January 15, 2007
Nova Orion Station:
Nova Orion Industries, a starship research and development company, is based out of a space station located in Ord Mantell space. Created by Jonas Nova and Garrick Orion, the company has grown from its humble origins to become a galactic level producer of starships. The Nova Orion space station is a hub for new space quests in Chapter 8.
Star Destroyer Heroic Encounter:
An Imperial captain has gone rogue and taken his Star Destroyer with him. A group of adventurers who want to take back the ship may recruit a pilot to smuggle them aboard. Solo flight options remain available; however, groups will earn bonuses in the instance if they enter via a POB ship. Your journey to the Star Destroyer begins in the Aurilia Adventurer's guildhall.
Collections:
Added space-based collection system.
Added new ground collections.
Collection reward quests should now properly display the reward icons in the quest journal and the reward acceptance windows.
Space:
Ord Mantell can now be found on the hyperspace map.
Kashyyyk and Mustafar are displayed properly on the hyperspace map.
Greatly reduced droid command reuse time on most droid commands.
Removed the reference to Y-8 in name and description of the mining capacitor and reactor, since they may be equipped on more ships than just the Y-8.
Final mission for "Vothinyak" is no longer a convoy mission; it is now an escort mission.
Fixed a bug where ship components that were not actually in the player's inventory would be shown in the ship terminal component management window.
Adjusted the amount of ground experience gained for killing enemy NPCs in space.
Removed the quest complete window that would pop-up when a space mission was completed. For example, if you were on a Nova Orion quest, and you completed the first portion (a patrol mission), you will no longer get the quest complete window that requires you to push Accept.
The space loot system no longer tells the player they have received credits when they haven't due to a player having a full inventory. The player now receives a system message stating their inventory or loot box is full.
X-Wing Texture Kits: Added the ability to use the texture kits on Advanced X-Wings.
YT-1300: Changed the elite engine appearance to use the first engine appearance instead of the second.
YT-2400: Changed the engine appearances of the broken second engine to the first engine appearance.
Ship Texture Kit: Added the YT-2400.
Increased spawns for Imperial, Rebel, Black Sun, Hidden Daggers, and Void Wing Capital Ships.
Ships:
Four new ships have been added: the Rebel Incom X4 Gunship, Imperial YE-4 Assault Gunship, Blacksun AEG-77 Vigo Gunship, and the Naboo N-1 Starfighter.
Eight new shipwright craftable components have been added (three capacitors, three armor plating, one gunship shield, and one reactor draft schematics).
Ships no longer have a parking location, allowing ship view and launch from any planet or terminal.
Gyroscopes have been added to all player controller turrets. No longer will pitching/yawing your ship cause your turret to pitch/yaw as well(turret rotation clamps still apply). This should make shooting much easier!
The secondary engine appearance of the VT-49 Decimator fixed to use the correct engine glow.
Fixed a missing tractor beam appearance on all starships that have weapon appearances (tie fighters do not have weapon appearances).
Changed weapon version s03 appearances on the Belbullab-22 to use version s02, due to muzzles pointing down on the s03 version instead of forward.
Blacksun Light Fighters using the light engine version s02 have had their exhaust particle effect fixed.
The YT-1300, YKL37R, and Decimator missing elite engine appearance has been added.
Fixed the glow and the audio effect on the booster on the ARC-170.
Changed the turrets on the ARC-170 to use 360 rotation to fix a blind spot issue with firing turrets on the ship.
Rear turret angle of the Y-wing increased, which allows them to be more competitive in PvP.
The engine of the A-wing was using the wrong appearance, which caused the glows to be bugged. This fix puts back in the glows and the correct appearance.
Removed glow and bloom effects on the A-wing that were displaying in incorrect locations.
Ship details now properly updates to reflect damage or repairs.
Fixed a bug that caused the component status display to be incorrect when targeting player controlled ships after they respawned.
Storage deeds can now be used on POB ships. Storage deeds can be redeemed from a POB ship terminal or from the ship's control device in a datapad. Ships cannot be re-deeded until all storage deeds are removed.
Combat:
Creatures now obey line of sight rules when calling for help.
The special attack animation for bol, dewback, and bolma has been tweaked. It's no longer animating super fast.
Carbine animations now shoot particles properly again.
Weapon glow effects will no longer display while cloaked.
Combat spam for Damage over Time effects will now tell you how much (if any) damage was absorbed and resisted.
The Show Snare Messages checkbox now works as expected.
Minimum range on all grenades and grenade subcomponents is fixed at 0m.
Fixed an issue with grenades ignoring their correct cool down groups.
User Interface:
Clicking your own status bar or your target's target bar will set that target to your current target.
Right clicking a group member now has an option to send a tell.
Space group invite window closes properly when launching into space.
Added right clicking group functionality to the party and player (target / self) windows. You must be grouped in order to right click your own player window.
Leave Group has been removed from the radial menu; this can be achieved via right clicking on your status bar.
Fixed a bug where some buff effects were incorrectly removed on character death.
The selected target is now always cleared when entering the pilot's chair or a turret bay while in space.
Added an option under the Controls tab to enable/disable the new gimbal correction system for turrets on ships. It is enabled by default.
Character Skill mods are now displayed as percentages.
The Inventory split window buttons now properly align at higher resolutions.
After deleting an item from the inventory in List View, no item gets selected afterwards by default.
The red border surrounding a skill that is on cooldown but is trying to be used has been re-aligned.
The droid programming buttons (Datapad) now align and scale properly.
Changing font size using the mousewheel or the chat tab now saves.
Stopped "Out of Range" icon from disabling highlighting of button.
When "Mouse left and right drives movement" or "Middle mouse drives movement" are enabled in the keymap, driving movement with mouse buttons now properly cancels autorun.
In Lotto Loot group loot mode, a loot selection window will no longer pop up for the entire group if the only thing on the corpse is credits. In that case, the standard loot window will pop up for the person looting and the credits will be split among the group members.
Added a button called "Find Controllers" to the Controls tab in Options. If you plug in a joystick AFTER starting the client and press this button, it will find your newly plugged in controller.
/findcontrollers will now do the same thing as hitting the "Find Controllers" button in the Controls tab of the Options control.
Joysticks are now hot swappable. There is a 10 second delay if you happen to accidentally unplug your controller, but after that you will have to ask the client to find the controller again.
Users may have a max of 6 controllers connected to client per session. Any more than that and you'll have to remove some of the joysticks, and restart the client with the new joysticks attached.
/showinstanceinfo will now show information about what instances you and your group mates are flagged to enter.
The overhead map now automatically closes when entering a turret, pilot chair, and operations station.
Objects will now automatically stack when placed into a wearable container, even if the wearable container is not equipped (e.g., it's in your house).
Credit and bank values now can be delimited via a token of your choice (comma or period). This option is turned off by default, but you can turn it on via the Options -> Misc panel.
Naming a building, waypoint, crafted item or backpack in a player's inventory now ignores any leading @'s. @'s that are not at the start of the name are unaffected. For example: "@my house" will now be treated as "my house", "party @ my place" will still be "party @ my place" and " @home" will remain " @home" (notice the space).
Fixed a bug that would cause inventory and examine windows to display incorrect usability information after changing characters.
Collection titles no longer show as code string.
Removed "Description:" text from Quest Journal when a quest category is selected.
The Ship Component Management window now properly shows the counter measure packs for gunships allowing the packs to be loaded.
Waypoints:
You can now specify the name of the waypoint in the /waypoint command by putting it at the end of the command.
A "Set Color" option has been added to the waypoint radial menu to set the color of the waypoint. Note that this only sets the color of the waypoint, not the color of the waypoint name. You can also specify the waypoint color (blue, green, orange, purple, white, yellow) anywhere in the /waypoint command to create the waypoint in that color.
/wp has been added as a shortcut for /waypoint.
The waypoint created from the bazaar vendor search now contains the price and name of the item in the waypoint name.
On the ground, you can create a waypoint at the current intended/look at target location by specifying -target immediately after /waypoint (i.e. /waypoint -target). The intended (green bracket) target is checked first, and then the look at (blue bracket) target is checked. If there is no intended or look at target, the current location is used.
Fixed an issue where if a mail has multiple attached waypoints, and you save each attached waypoint one at a time, it will always create the last attached waypoint.
Fixed an issue where a waypoint attached to a mail does not retain its color when the waypoint is recreated from the attachment.
The waypoint color for the waypoint created by /findFriend is now purple. This only applies if a waypoint is actually created. If the existing /findFriend waypoint is re-used, the existing waypoint color will be maintained.
The waypoint color for the waypoint created for the Bazaar Terminal Vendor Location is now green.
The waypoint color for the waypoint created by surveying is now orange. This only applies if a waypoint is actually created. If the existing surveying waypoint is re-used, the existing waypoint color will be maintained.
Fixed an issue where sometime the /findFriend and survey waypoint do not display the correct distance in the waypoint monitor.
You can create a waypoint on a different planet or space zone from anywhere by specifying the planet/space zone name immediately after /waypoint (i.e. /waypoint <planet/space zone name). The following lists the planet/space zone name that you can pass to the /waypoint command (i.e. /waypoint <planet/space zone name> to create the waypoint on the specified planet/space zone.
- tatooine -> Tatooine
- naboo -> Naboo
- corellia -> Corellia
- rori -> Rori
- talus -> Talus
- yavin4 -> Yavin4
- endor -> Endor
- lok -> Lok
- dantooine -> Dantooine
- dathomir -> Dathomir
- kachirho -> Kashyyyk (Kachirho)
- etyyy -> Kashyyyk (Etyyy, the Hunting Grounds)
- khowir -> Kashyyyk (Khowir Forest)
- mustafar -> Mustafar
- space_tatooine -> Tatoo System
- space_naboo -> Naboo System
- space_corellia -> Corellian System
- space_deep -> Deep Space
- space_kessel -> Kessel System
- space_yavin4 -> Yavin System
- space_endor -> Endor System
- space_lok -> Karthakk System (Lok)
- space_dantooine -> Dantooine System
- space_dathomir -> Dathomir System
- space_kashyyyk -> Kashyyyk Space
- space_nova_orion -> Ord Mantell (Nova Orion Sector)
Advanced Decoration:
Advanced decoration options, pitch and roll, are now available as collection rewards.
The left/right furniture rotation commands have been replaced with yaw+/yaw- commands. On the Rotate radial sub-menu, they will appear as Yaw+ and Yaw-, and as slash command /rotateFurniture YAW <degrees (-180 to 180)>.
There is a new option at the bottom of the Misc Options tab to set the number of degree by which furniture are rotated when using the Rotate radial sub-menu or when using /rotateFurniture and no degree is specified. The default value is 90.
Yaw Random has been added to the Rotate radial sub-menu (slash command /rotateFurniture YAW RANDOM) that that will randomly rotate the object around the yaw axis.
Reset has been added to the Rotate radial sub-menu (slash command /rotateFurniture RESET) that will reset the object's rotation/orientation.
Copy has been added to the Rotate radial sub-menu (slash command /rotateFurniture COPY) that will set the current look at (blue bracket) target to the same rotation/orientation as the current intended (green bracket) target.
Copy Location has been added to the Move radial sub-menu (slash command /moveFurniture COPY LOCATION) that will move the current look at (blue bracket) target to the same horizontal location as the current intended (green bracket) target. Both objects must be located in the same room.
Copy Height has been added to the Move radial sub-menu (slash command /moveFurniture COPY HEIGHT) that will move the current look at (blue bracket) target to the same height as the current intended (green bracket) target. Both objects must be located in the same room.
Added /rotateFurniture SAVE <save slot # (1 to 10)> and /rotateFurniture RESTORE <save slot # (1 to 10)> to allow saving an object's rotation information into 1 of 10 "rotation save slots", and then later applying the saved rotation information to another object.
Furniture move and rotate commands can now be performed while stealthed.
You can right-click the examine window to rotate objects in your house. While examining an object that can be manipulated in the your house, right-clicking the window will spawn a menu with options if the needed collections have been completed.
Added left/and right move furniture commands in the Move radial sub-menu, and slash commands /moveFurniture left and /moveFurniture right.
Township of Aurilia:
The fog will no longer repel Master Pilots, even if their combat level is lower than 70.
Added starship launch terminal to the township.
Beast Master:
Fixed an issue where level 90 beasts could stop gaining loyalty.
The Structure Helper monkey will only buff structure skills, like architect.
A new Helper Monkey was created with shipwright-only skill mods on it.
Noxious Vrelt Scavengers will now stuff correctly.
Commando:
Heavy weapons can now be fired from kneeling and prone position (without Auto-Aim enabled).
Entertainer:
Fixed a bug where if you had sound disabled, you could not flourish.
Corrected an issue that could leave someone unable to recieve buffs from an entertainer until they logged off and back in again.
The Build a Buff UI will no longer allow entertainers to apply buffs with no effects in them.
The Build a Buff UI now properly resets the used points when opening (you don't have to hit the clear button every time anymore).
Jedi:
The Saber Block buff may now be applied with any weapon. The parry bonus will still only be applied under the current rules: Melee weapon vs. Melee and Lightsaber weapon vs. Melee and Ranged.
Officer:
Decreased the sound volume on officer buff effects.
Toned down the particle effect of Orbital Strike.
Trader:
Reverse Engineering: Corrected an issue that prevented you from adding Camouflage or Block Value as the 2nd or 3rd modifier when creating multi-stat Skill Enhancing Attachments.
Munitions: Removed some deprecated stats from grenade crafting.
Munitions: Added damage component to Warhead Fusing Mechanism.
Player Cities:
Fixed an issue with mayors not being able to pick up city decorations.
Miscellaneous:
Fixed incorrect texture references in the terrain shaders.
Corrected an issue that caused a player to walk into space while on a ship.
Throwing a grenade will no longer cause the player who threw the grenade to look as if he's running in place on another client's machine.
Fixed a bug where camera would snap to behind a chair or mount when the player stands/dismounts.
Players who sit on furniture during an event (such as the Millennium Falcon tutorial) will no longer be told they are still sitting when they attempt to use a mount or vehicle.
The Galactic Map on the Ticket Terminal now displays Dathomir properly.
Fixed a bug that would cause Gorvo to stop attacking players.
Fixed a bug that caused the player's inventory to be re-sorted when using incubators, installing cybernetics, or crafting.
Fixed a bug that prevented some self-buffs and heals from being used when targeting a dead creature.
Corrected an issue with the lotto loot group loot setting where a player going link dead would result in items on the corpse not transferring properly to the winner.
While using lotto group loot mode credits should always be split between all eligible group members even when no individuals specifically select to loot the credits.
The Jedi located near a potted plant has been moved outside of his hut. He is now attackable.
Backs on all paintings have been added.
Chapter 8 Gift - R2-D2 Comlink:
When you log into Chapter 8, you will receive the R2-D2 comlink. The R2-D2 comlink will trigger a series of events leading you into the oft unexplored reaches of space. Upon completion of the tasks triggered by activating the comlink, you will receive a unique reward.
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News Index
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Building New Spaceships For Chapter 8
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SWG General News - Jan 14, 2008 5:26 PM PST | Posted by RainStar
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Hello again! I’m Thomas “Hanse” Eidson and I’m a system designer on the Star Wars Galaxies (SWG) team.
My previous diaries outlined what a system designer does, player versus environment balance issues, and expertise systems. They are available in the archives, if you wish to catch up, but are not required reading. In this diary, I will give you a hint at the enormous task of adding new ships into SWG.
The space system introduced with Jump to Lightspeed has been tweaked and fixed in small ways in the last few years. New ships were added to the system later, but the designers who added those ships are no longer with the company and their methods for adding them were not documented. I volunteered to add the new ships as I have fixed space issues previously and had the most experience with the systems involved. Since then, much of the design team has worked on space and many of us are now very knowledgeable of those systems.
The new ships were selected based on their artwork existing in the game, with the exception of the Naboo N-1 Starfighter. I culled through our pilot forum for information you folks may have posted and gathered data for these ships. Of course, not much information on the boards existed for the gunships, aside from non-player controlled gunboat bugs. I did find information that the neutral faction lacked a ship that would fill the role for Rebel and Imperial ships that the Naboo N-1 would fit perfectly in.
Further, I checked various online sources that outlined the roles that the gunships currently filled. I compiled a small history of the ships to use as a basis for the design of each ship.

Blacksun AEG-77 Vigo’s massive interior
The implementation of ships with interiors is a daunting task. All large tasks can be broken down into smaller tasks. Each small task can be tackled and completed in a short timeframe so that progress is clear and stress is avoided. Here is a preliminary list of tasks that I mailed out before the publish cycle:
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Base:
- Draft schematics
- Ship templates
- Ship control devices
Interior:
- Start location
- Entry/exit
- Flight chair
- House interface
- Turret entry points
- Engineering room repairable components
- Red warning lights for red alerts
- Elevator interfaces
- Escape pod interface
- House item placement tweaking
- Cockpit configuration
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Exterior:
- Turret placement
- Turret rotation restrictions
- Engine particle effect hookup
- Engine explosion particle effect hookup
- Docking hard point
- Attachment templates
Crafting:
- Resource requirements
Combat:
- Component restrictions
- Weapon placement configuration
- Yaw/pitch/roll balance/polish
- Speed and booster balance/polish
- Capacitor balance
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Sadly, I found this to be an oversimplification of the tasks required, as I began to research how to implement a new ship into the game. The tasks were deceptively harder than I initially believed. The interiors took much longer, the crafting process required much more work (notice there is only one task under crafting above), and the turrets were difficult to tweak and test. I predicted issues would occur even when I didn’t know which ones would occur, so I started earlier than the publish cycle on implementation. The process is continuing as I write this article. The total time I have spent implement the four ships should be around nine to ten weeks for myself.
A drawback to doing something new is that you do it slower than subsequent repeats, because you are discovering how to do it as you go along. With new space ships, I knew we needed art. I knew it had to be hooked up. Other than systems I had touched, such as crafting, I needed to learn what files were involved and what the data in them represented. I had to poke through files and discover how to hook up each piece of the puzzle. If I came across an issue, I couldn’t go ask someone without knowing who I was supposed to ask. An issue might look like an artist could fix it, which occurred often, but once we delved into the issue it could turn out to be another area of expertise (such as programming or design).
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One particular issue was the Blacksun transport’s doors appearing as flowers. I kept asking art when it would be fixed. They had no idea what was wrong, as everything looked fine on their end. Eventually, I found a file that designers use to define all the doors and noticed that the door for the transport (now called the “Blacksun AEG-77 Vigo”) was missing. Whoops!
In fact, the art was not finished on these ships as they had never been tested in-game with a person controlling them. Our artists spent a lot of time polishing the art and getting the interiors to function properly.
The second largest art task was getting buggy turrets to function properly, right behind the Naboo N-1’s initial art implementation. Many of the turrets had camera hardpoints that were too close to the base and clipped into the geometry of the ships themselves. Our artists groan whenever I walk into their office.
Luckily, there was not too much artwork required for the new ships that we would need to split the publish up or drop features we wanted to put in. Everything that the additional ships were intended to do has made it in the publish, as of the writing of this article.
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A broken door on the Blacksun AEG-77 Vigo
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The implementation began with simply getting the ships to work. It took me about two weeks of research, file creation, and data entry to get the first ship flying. In that time, I had to create the files for crafting the ship, ship deeds, ship blueprints, and the ship itself. This didn’t include component customization or interior components. After that, I hooked up some bogus statistics and made sure the shipwrights would accept the blueprints. The component customization wouldn’t work at first (it took another week getting it fixed up), so I forced generic testing components into the ship slots to launch the ship for the first time. It was very encouraging to even be able to fly a new ship!
Once the new ship was flying, we tackled the interior. An engine room was filled with its various panels and plasma conduits. Alarms were sprinkled through the ship along with invisible damage locations that shake and spark, when the ship is hit. The turret ladders were placed and their respective turret hardpoints were matched up. The interiors took another week and have been modified many times since.

Placement of a weapon panel
The exterior, with its engines, glows, contrails, turrets, boosters, and guns, took the most amount of time to implement. Camera views on the turrets were wonky, guns were not lined up to hit targets, engines were shifted and off-center, and numerous other issues. As of the writing of this document, I still have exterior bugs to fix. I’ve launched from Tatooine into space over a thousand times testing the exteriors, since you cannot test the components on the ground. Just having to launch and land repeatedly to test has slowed down the implementation process enormously.
Many tweaks have been made from player feedback on the forums. The Neutral and Imperial ships did not have names, so we asked for suggestions and used them (Blacksun AEG-77 Vigo and Incom X4 Gunship). Ship speeds and turn rates were tweaked; components and statistics were reviewed and changed; interior item limits for decorating were raised – all based on feedback. I would like to thank the folks that discussed those problem points with these new ships on the forums.
Three designers, three programmers, and three artists worked on the new ships in Chapter 8. The total work days of all the developers getting three gunships and a starfighter completed are near one hundred. It has been a lot of fun and frustration getting these ships working. I hope you all get a chance to man a turret and shoot down level ten ships!
Thank you for reading!
Thomas “Hanse” Eidson
Star Wars Galaxies System Designer
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News Index
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Massively Interviews John Smedley
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SWG Community News - Jan 14, 2008 5:12 PM PST | Posted by RainStar
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While they were in Las Vegas recently, Massively.com had the opportunity to chat with John Smedley. Here is a snippet of the interview.
Massively: From what I've seen with Galaxies, where you have a really dedicated team working on it, it seems like you're even gaining a little ground back there.
John Smedley: Galaxies, I have to say, we screwed up with the NGE, but we're very much focused on making the game better and better. I was pleasantly surprised to see Tabula Rasa used a very similar combat system to what you see in Galaxies. If I were to do it again, I never would have done that switchover, but I think the effort we have put in has started to show. It's taken longer than it should have, but the quality level has just skyrocketed. We did this recent house pack-up, and that drove so many people to resubscribe, I was truly surprised by that.
Massively: Earlier you mentioned the problem of farmers with regards to Station Access. I know that's something the company feels very strongly about?
John Smedley: I think the issue of farming is higher on the radar now than it ever has been. The behinds the scenes things are really frustration. A lot of these farmers are essentially stealing from us. What they do is they charge us back all the time. They use a credit card –sometimes stolen, sometimes not – to buy an account key. They use the account for a month, and then they call the credit card company and charge it back. We have suffered nearly a million dollars just in fines over the past six months; it's getting extremely expensive for us. What's happening is that when they do this all the time, the credit card companies come back to us and say "You have a higher than normal chargeback rate, therefore we'll charge you fines on top of that." We're really trying to get on top of that. We're taking our current efforts up about five notches to Defcon 1 on this issue. They bug us even more than they bug our customers, and we're definitely taking steps to implement rigorous anti-farming efforts.
It's actually really amazing to sit and watch these people work. I've personally sat with them as they're tracking a farmer, and you'll see a mob spawn – this guy's got a bot that within half a second has them moving towards the creature even if it's halfway across the zone. It's a serious problem.
Massively: And you can't fight the chargebacks with the credit card companies?
John Smedley: No, and the reason for that is very simple. Visa and MasterCard have these rules about chargebacks, and I personally think they're antiqued. Digital delivery isn't covered by their rules very well. So if you order something from Amazon and pay thirty bucks for a book, if it doesn't show up at your house you can fight it because you can say "I never received that thing." They do not cover that with digital delivery. In my opinion the world has changed a lot and I think that needs to be addressed.
To read the entire interview at massively.com, click on this link.
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News Index
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