History YMMV / StarWarsGalaxies

30th Jul '16 8:34:00 AM Anddrix
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** Pre-NGE Jedi, particularly in their earlier incarnations where they could still wear armour, were significantly more powerful than any other class in both [=PvP=] and [=PvE=]. Whether or not this was justified [[BaseBreaker was a matter of some debate within the community.]]

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** Pre-NGE Jedi, particularly in their earlier incarnations where they could still wear armour, were significantly more powerful than any other class in both [=PvP=] and [=PvE=]. Whether or not this was justified [[BaseBreaker was a matter of some debate within the community.]]
3rd May '16 5:01:18 PM Berrenta
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* ItGetsBetter / TheyChangedItNowItSucks: After a rocky start, SWG began to improve. It became less buggy, players were given access to vehicles and riding animals so that they didn't have to spend ridiculous amounts of time running to where they needed to go, etc. "Jump To Lightspeed" was a good addition to the game as well. It looked like the players were finally having their patience rewarded with an overall good game. But it wasn't long afterwards that the "Combat Upgrade" came along, and things started going downhill.
** It got worse with the NGE in particular. There was no end of misery for pretty much everyone remotely involved with Galaxies, players and developers alike. Even the game's former creative director said he was annoyed at all the NGE backlash on his website, despite the fact he didn't even work at SOE anymore. [[http://www.escapistmagazine.com/articles/view/issues/issue_55/329-Raph-Koster-on-Fire.4 At around the time of the game's closure]], he admitted the sudden nature of the NGE was deeply unfair to the game's customer base.
-->''"I'll make an exception (on commenting about changes) for the NGE. I don't think you can or should change a game that radically out from under a user base. You dance with the ones that brung ya, whether they are the market of your dreams or not. Changing things out from under them isn't fair in my mind, especially given how they have been loyal to you in times of trouble. It's like dumping the girlfriend who has always been patient and loving to chase after the supermodel who probably won't love you back."''\\
- '''Former SWG Creative Director, Raph Koster'''



* TheScrappy / TierInducedScrappy: The Jedi class. Oh man, the Jedi class...

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%% * TheScrappy / TierInducedScrappy: The Jedi class. Oh man, the Jedi class...



** Dolac Legasi's quest line, for those who were even aware it existed. Dolac, an NPC in the Dathomir Prison who, after an early patch made him impossible to talk to, could only be accessed by glitching through a wall, sent a player off to go face down a Dark Jedi Knight and then, in the next quest, a Dark Jedi Master. These were, for a long time, the single most difficult [=NPCs=] in the game, with over 300 000 health (in a game where a typical attack did a few hundred damage) and resistances that reduced incoming damage by upwards of 80% (and which rendered them immune to certain types of damage). Even large groups typically couldn't handle these things. Only riflemen could easily complete the quest by spamming Conceal Shot over and over (which was the only attack in the game which did not draw aggro) and even then, they dealt ScratchDamage only, making the entire boss fight [[MarathonBoss last several hours.]] Riflemen typically came into battle with at least two guns, because it was all but guaranteed that one of them would break partway through the fight. The truly aggravating thing? Your only reward for this quest line was 1800 credits! In order to even get proof you downed the most difficult enemies in the game and earn some form of BraggingRightsReward, you had to kill the Knight, then [[GuideDangIt not go back to Legasi]], so you could keep the shattered Sith Altar you were supposed to return to him.

to:

** Dolac Legasi's quest line, for those who were even aware it existed. Dolac, an NPC in the Dathomir Prison who, after an early patch made him impossible to talk to, could only be accessed by glitching through a wall, sent a player off to go face down a Dark Jedi Knight and then, in the next quest, a Dark Jedi Master. These were, for a long time, the single most difficult [=NPCs=] in the game, with over 300 000 health (in a game where a typical attack did a few hundred damage) and resistances that reduced incoming damage by upwards of 80% (and which rendered them immune to certain types of damage). Even large groups typically couldn't handle these things. Only riflemen could easily complete the quest by spamming Conceal Shot over and over (which was the only attack in the game which did not draw aggro) and even then, they dealt ScratchDamage only, making the entire boss fight [[MarathonBoss last several hours.]] Riflemen typically came into battle with at least two guns, because it was all but guaranteed that one of them would break partway through the fight. The truly aggravating thing? Your only reward for this quest line was 1800 credits! In order to even get proof you downed the most difficult enemies in the game and earn some form of BraggingRightsReward, you had to kill the Knight, then [[GuideDangIt not go back to Legasi]], so you could keep the shattered Sith Altar you were supposed to return to him.him.
* TheyChangedItNowItSucks:
** After [[EarlyInstallmentWeirdness a rocky start]], SWG began to improve. It became less buggy, players were given access to vehicles and riding animals so that they didn't have to spend ridiculous amounts of time running to where they needed to go, etc. "Jump To Lightspeed" was a good addition to the game as well. It looked like the players were finally having their patience rewarded with an overall good game. But it wasn't long afterwards that the "Combat Upgrade" came along, and things started going downhill.
** It got worse with the NGE in particular. There was no end of misery for pretty much everyone remotely involved with Galaxies, players and developers alike. Even the game's former creative director said he was annoyed at all the NGE backlash on his website, despite the fact he didn't even work at SOE anymore. [[http://www.escapistmagazine.com/articles/view/issues/issue_55/329-Raph-Koster-on-Fire.4 At around the time of the game's closure]], he admitted the sudden nature of the NGE was deeply unfair to the game's customer base.
-->''"I'll make an exception (on commenting about changes) for the NGE. I don't think you can or should change a game that radically out from under a user base. You dance with the ones that brung ya, whether they are the market of your dreams or not. Changing things out from under them isn't fair in my mind, especially given how they have been loyal to you in times of trouble. It's like dumping the girlfriend who has always been patient and loving to chase after the supermodel who probably won't love you back."''\\
- '''Former SWG Creative Director, Raph Koster'''
5th Aug '15 2:22:10 PM darkknight109
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* ThatOneSidequest: The Hero of Tattooine quests. These required finding [=NPCs=] that spawned randomly across a wide expanse of space and completing missions for them that occasionally required copious amounts of GuideDangIt.
** In space, the dreaded Corvette EscortMission. The Corellian Corvette - the most powerful ship in the game that wasn't a Star Destroyer or a Rebel Space Station - had to be taken down by the player. Oh, but just to make things interesting, it had some escorts to fight off too. And you didn't just destroy it; you needed to disable it, then escort it through large waves of powerful fighters. This was a major challenge given that the typical method of taking on a Corvette involved blowing off its guns first, something that would leave it a sitting duck for the escort half of the mission. This was, for years, the only space quest that could not be easily solo'd.
** Dolac Legasi's quest line, for those who were even aware it existed. Dolac, an NPC in the Dathomir Prison who, after an early patch made him impossible to talk to, could only be accessed by glitching through a wall, sent a player off to go face down a Dark Jedi Knight and then, in the next quest, a Dark Jedi Master. These were, for a long time, the single most difficult [=NPCs=] in the game, with over 300 000 health (in a game where a typical attack did a few hundred damage) and resistances that reduced incoming damage by upwards of 80% (and which rendered them immune to certain types of damage). Even large groups typically couldn't handle these things. Only riflemen could easily complete the quest by spamming Conceal Shot over and over (which was the only attack in the game which did not draw aggro) and even then, they dealt ScratchDamage only, making the entire boss fight [[MarathonBoss last several hours.]] Riflemen typically came into battle with at least two guns, because it was all but guaranteed that one of them would break partway through the fight. The truly aggravating thing? Your only reward for this quest line was 1800 credits! In order to even get proof you downed the most difficult enemies in the game and earn some form of BraggingRightsReward, you had to kill the Knight, then [[GuideDangIt not go back to Legasi]], so you could keep the shattered Sith Altar you were supposed to return to him.


Added DiffLines:

* ScrappyMechanic: There were several:
** The Holocron system for unlocking Jedi. This effectively randomized the path to the game's alpha class and [[UnexpectedGameplayChange forced people into gameplay modes they didn't want or like.]] Also accused of being too quick and easy a path to unlock Jedi.
** The Village system for unlocking Jedi. Accused of being an [[ForcedLevelGrinding unmitigated grind-fest]] that was boring and time-consuming, making the Jedi unlock an endurance test rather than anything that was actually engaging or interesting.
** The Force-Ranking System, mostly for being easily abusable and forcing senior Jedi into a permanent, unrevokable [=PvP=] status.
** Bounty Hunter missions. They took forever, they frequently glitched out (with tracking droids rendered unable to track the mission's target or the target spawning in an unkillable location), they gave out pathetic rewards in both XP and money, and they were tremendously boring as 95% of the mission involved driving from place to place (with the remaining 5% being devoted to killing a rather weak NPC).
** Space-based [[EscortMission Escort Missions]]. Your escorts were slow, weak, usually unarmed, and took forever to get to their destination.
** [=Pre-CU=] doctor buffs and NGE-era entertainer buffs; both were stupidly overpowered when they were first introduced and became all but required for mid-to-high end content once the game had adjusted to their presence.


Added DiffLines:

* ThatOneSidequest: The Hero of Tattooine quests. These required finding [=NPCs=] that spawned randomly across a wide expanse of space and completing missions for them that occasionally required copious amounts of GuideDangIt.
** In space, the dreaded Corvette EscortMission. The Corellian Corvette - the most powerful ship in the game that wasn't a Star Destroyer or a Rebel Space Station - had to be taken down by the player. Oh, but just to make things interesting, it had some escorts to fight off too. And you didn't just destroy it; you needed to disable it, then escort it through large waves of powerful fighters. This was a major challenge given that the typical method of taking on a Corvette involved blowing off its guns first, something that would leave it a sitting duck for the escort half of the mission. This was, for years, the only space quest that could not be easily solo'd.
** Dolac Legasi's quest line, for those who were even aware it existed. Dolac, an NPC in the Dathomir Prison who, after an early patch made him impossible to talk to, could only be accessed by glitching through a wall, sent a player off to go face down a Dark Jedi Knight and then, in the next quest, a Dark Jedi Master. These were, for a long time, the single most difficult [=NPCs=] in the game, with over 300 000 health (in a game where a typical attack did a few hundred damage) and resistances that reduced incoming damage by upwards of 80% (and which rendered them immune to certain types of damage). Even large groups typically couldn't handle these things. Only riflemen could easily complete the quest by spamming Conceal Shot over and over (which was the only attack in the game which did not draw aggro) and even then, they dealt ScratchDamage only, making the entire boss fight [[MarathonBoss last several hours.]] Riflemen typically came into battle with at least two guns, because it was all but guaranteed that one of them would break partway through the fight. The truly aggravating thing? Your only reward for this quest line was 1800 credits! In order to even get proof you downed the most difficult enemies in the game and earn some form of BraggingRightsReward, you had to kill the Knight, then [[GuideDangIt not go back to Legasi]], so you could keep the shattered Sith Altar you were supposed to return to him.
4th Feb '15 11:46:03 PM darkknight109
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** The AT-ST NPC pet. Players who worked their way up the ranks in the game's Galactic Civil War could originally trade their standing in the faction for NPC pets, up to three of which could be summoned at a time. Most of these were basic troopers, which were helpful but still went down fairly quickly against tough [=NPCs=] or other players. However, for a significant investment, high-ranking Imperial players could acquire AT-ST pets, a very high level, tough, powerful mob that was strong enough to trounce multiple players and/or several tough [=NPCs=] on its own. The rebels had no answer for the AT-ST and, thanks to the fact that Imperial players could have three of them out at a time, even a force of Imperials that was outnumbered several times over could still beat a rebel group if there were enough [=AT-STs=] lurking about. To add insult to injury, the AT-ST could be used by the Imperial player for anything they wanted, allowing them to solo most of the game's missions. This was addressed by the developers fairly quickly - soon the number of faction pets that could be summoned all at once was reduced from three to one. Later, a further restriction was added that made the AT-ST only summonable by players declared "Overt/Special Forces", preventing their use in [=PvE=]. When the AT-ST was still considered too unbalanced, it was eventually removed from the list of purchasable pets, although players who still had one at that point were allowed to keep it. Since they were non-replaceable after this point, they were generally considered TooAwesomeToUse.

to:

** The AT-ST NPC pet. Players who worked their way up the ranks in the game's Galactic Civil War could originally trade their standing in the faction for NPC pets, up to three of which could be summoned at a time. Most of these were basic troopers, which were helpful but still went down fairly quickly against tough [=NPCs=] or other players. However, for a significant investment, high-ranking Imperial players could acquire AT-ST pets, a very high level, tough, powerful mob that was strong enough to trounce multiple players and/or several tough [=NPCs=] on its own. The rebels had no answer for the AT-ST and, thanks to the fact that Imperial players could have three of them out at a time, even a force of Imperials that was outnumbered several times over could still beat a rebel group if there were enough [=AT-STs=] lurking about. To add insult to injury, the AT-ST could be used by the Imperial player for anything they wanted, allowing them to solo most of the game's missions. This was addressed by the developers fairly quickly - soon the number of faction pets that could be summoned all at once was reduced from three to one. Later, a further restriction was added that made the AT-ST only summonable by players declared "Overt/Special Forces", preventing their use in [=PvE=]. When the AT-ST was still considered too unbalanced, it was eventually removed from the list of purchasable pets, although players who still had one at that point were allowed to keep it. Since they were non-replaceable irreplaceable after this point, they were generally considered TooAwesomeToUse.
6th Nov '14 12:03:10 PM MagBas
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* UnfortunateImplications: This is largely the reason why the painting ''Victorious Reign'' got the runner up status and why it was banned from the live servers in real life. To put it simply, the painting had a Stormtrooper doing a pose that resembled the "Heil Hitler salute" far too much for people's comforts, as well as a red background with a black lightning bolt that resembled the logo for the S.S.
26th Oct '14 9:21:50 PM darkknight109
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** Composite Armour was a huge gamebreaker in the Pre-CU days. Mitigating 80-90% of damage from almost all sources, Composite Armour was originally somewhat mitigated in the fact that no one could possibly hope to wear a full suit at once because of the penalties it imposed on the wearer's stats. That went out the window once doctor buffs were discovered and soon everyone was running around in full suits, completing quests that were designed for a full group of people. If you did not have Composite Armour in [=PvP=], you would get crushed in seconds. Eventually, all new content was developed with this in mind, understanding that everyone who attempted it would have a full set of doctor buffs and armour.

to:

** Composite Armour was a huge gamebreaker in the Pre-CU days. Mitigating Preventing 80-90% of damage from almost all sources, Composite Armour was originally somewhat mitigated in the fact that no one could possibly hope to wear a full suit at once because of the penalties it imposed on the wearer's stats. That went out the window once doctor buffs were discovered and soon everyone was running around in full suits, completing quests that were designed for a full group of people. If you did not have Composite Armour in [=PvP=], you would get crushed in seconds. Eventually, all new content was developed with this in mind, understanding that everyone who attempted it would have a full set of doctor buffs and armour.
16th Oct '14 4:48:14 PM darkknight109
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Added DiffLines:

* FanMyopia: Much as fans of [=Pre-CU=] loved the game, it was not particularly well thought-of in most MMORPG circles and the game was losing subscribers very, very quickly, particularly in the wake of the launch of WorldOfWarcraft.
6th Sep '14 12:10:03 AM darkknight109
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* ThatOneSidequest: The Hero of Tattooine quests. These required finding NPCs that spawned randomly across a wide expanse of space and completing missions for them that occasionally required copious amounts of GuideDangIt.
** In space, the dreaded Corvette EscortMission. The Corellian Corvette - the most powerful ship in the game that wasn't a Star Destroyer or a Rebel Space Station - had to be taken down by the player. Oh, but just to make things interesting, it had some escorts to fight off too. And you didn't just destroy it; you needed to disable it, then escort it through large waves of powerful fighter. This was a major challenge given that the typical method of taking on a Corvette involved blowing off its guns first, something that would leave it a sitting duck for the escort half of the mission. This was, for years, the only space quest that could not be easily solo'd.
** Dolac Legasi's quest line, for those who were even aware it existed. Dolac, an NPC who, after an early patch made him impossible to talk to, could only be accessed by glitching through a wall, sent a player off to go face down a Dark Jedi Knight and then, in the next quest, a Dark Jedi Master. These were, for a long time, the single most difficult NPCs in the game, with over 300 000 health (in a game where a typical attack did a few hundred damage) and resistances that reduced incoming damage by upwards of 80% (and which rendered them immune to certain types of damage). Even large groups typically couldn't handle these things. Only riflemen could easily complete the quest by spamming Conceal Shot over and over (which was the only attack in the game which did not draw aggro) and even then, they dealt ScratchDamage only, making the entire boss fight [[MarathonBoss last several hours.]] Riflemen typically came into battle with at least two guns, because it was all but guaranteed that one of them would break partway through the fight. The truly aggravating thing? Your only reward for this quest line was 1800 credits! In order to even get proof you downed the most difficult enemies in the game and earn some form of BraggingRightsReward, you had to kill the Knight, then [[GuideDangIt not go back to Legasi]], so you could keep the shattered Sith Altar you were supposed to return to him.

to:

* ThatOneSidequest: The Hero of Tattooine quests. These required finding NPCs [=NPCs=] that spawned randomly across a wide expanse of space and completing missions for them that occasionally required copious amounts of GuideDangIt.
** In space, the dreaded Corvette EscortMission. The Corellian Corvette - the most powerful ship in the game that wasn't a Star Destroyer or a Rebel Space Station - had to be taken down by the player. Oh, but just to make things interesting, it had some escorts to fight off too. And you didn't just destroy it; you needed to disable it, then escort it through large waves of powerful fighter.fighters. This was a major challenge given that the typical method of taking on a Corvette involved blowing off its guns first, something that would leave it a sitting duck for the escort half of the mission. This was, for years, the only space quest that could not be easily solo'd.
** Dolac Legasi's quest line, for those who were even aware it existed. Dolac, an NPC in the Dathomir Prison who, after an early patch made him impossible to talk to, could only be accessed by glitching through a wall, sent a player off to go face down a Dark Jedi Knight and then, in the next quest, a Dark Jedi Master. These were, for a long time, the single most difficult NPCs [=NPCs=] in the game, with over 300 000 health (in a game where a typical attack did a few hundred damage) and resistances that reduced incoming damage by upwards of 80% (and which rendered them immune to certain types of damage). Even large groups typically couldn't handle these things. Only riflemen could easily complete the quest by spamming Conceal Shot over and over (which was the only attack in the game which did not draw aggro) and even then, they dealt ScratchDamage only, making the entire boss fight [[MarathonBoss last several hours.]] Riflemen typically came into battle with at least two guns, because it was all but guaranteed that one of them would break partway through the fight. The truly aggravating thing? Your only reward for this quest line was 1800 credits! In order to even get proof you downed the most difficult enemies in the game and earn some form of BraggingRightsReward, you had to kill the Knight, then [[GuideDangIt not go back to Legasi]], so you could keep the shattered Sith Altar you were supposed to return to him.
6th Sep '14 12:04:24 AM darkknight109
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** The Royal Guard Interceptor for space pilots. Thanks to a glitch that wasn't fixed for ''years'', the [=RGI's=] hitbox was significantly smaller than the ship itself, meaning most hits would pass clean through it. It was so difficult to hit, a popular tactic for Imperial pilots was to eschew armour and shields altogether in favour of loading loads of guns onto the thing and giving it the biggest, most powerful engine they could find, turning it into the ultimate spaceborne GlassCannon. Thanks to the glitch, a single RGI could take on multiple enemy ships and easily win without even getting hit once. Accordingly, using it in [=PvP=] was considered extremely poor form, even by other Imperials.

to:

** The Royal Guard Interceptor for space pilots. Thanks to a glitch that wasn't fixed for ''years'', the [=RGI's=] hitbox was significantly smaller than the ship itself, meaning most hits would pass clean through it. It was so difficult to hit, a popular tactic for Imperial pilots was to eschew armour and shields altogether in favour of loading loads of guns an enormous weapons system onto the thing and giving it the biggest, most powerful engine they could find, turning it into the ultimate spaceborne GlassCannon. Thanks to the glitch, a single RGI could take on multiple enemy ships and easily win without even getting hit once. Accordingly, using it in [=PvP=] was considered extremely poor form, even by other Imperials.
6th Sep '14 12:03:13 AM darkknight109
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** Early-game Master Creature Handlers. They could summon up to three pets of any level, which could also be bio-engineered for maximum carnage. When coupled with the AT-ST perk above, Master Creature Handlers (especially Imperial Master Creature Handlers) quickly became feared for being able to summon a small army of huge monsters to fight for them. It was not uncommon in the game's early days to see a Master Creature Handler charge into battle with three bio-engineered Rancors, three [=AT-STs=], and a Probe Droid (the only combat capable droid) stampeding in behind him. The Devs eventually addressed this by changing it so that all the creatures summoned by a Creature Handler had to have a collective level less than the handler's ability (as opposed to the original version where each individual creature had to be less than that level), thus forcing creature handlers to choose between having a single huge monster or three smaller ones to call into battle.

to:

** Early-game Master Creature Handlers. They could summon up to three pets of any level, which could also be bio-engineered for maximum carnage. When coupled with the AT-ST perk above, Master Creature Handlers (especially Imperial Master Creature Handlers) Handlers, thanks to the AT-ST perk mentioned above) quickly became feared for being able to summon a small army of huge monsters to fight for them. It was not uncommon in the game's early days to see a Master Creature Handler charge into battle with three bio-engineered Rancors, three [=AT-STs=], and a Probe Droid (the only combat capable droid) stampeding in behind him. The Devs eventually addressed this by changing it so that all the creatures summoned by a Creature Handler had to have a collective level less than the handler's ability (as opposed to the original version where each individual creature had to be less than that level), thus forcing creature handlers to choose between having a single huge monster or three smaller ones to call into battle.
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