History YMMV / StarWarsGalaxies

16th Jan '18 11:16:14 PM lalalei2001
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*** Once the NGE was irrevocably in place, the devs turned their attention to polishing that and releasing new content, some of which was actually pretty good. The game improved steadily until its closure, but it was just never able to recover from the combined fan backlashes the CU and NGE caused (especially with those two changes being so narrowly separated, so that many might think they were the same). If the additions that came out in the NGE had happened in CU or Pre-CU. . . [[WhatCouldHaveBeen well. . .]]
* ValuesResonance: ''Galaxies'' was frequently and unfavourably compared to ''VideoGame/WorldOfWarcraft'', with many critics suggesting that SWG's ambitious "open-world sandbox"-style gameplay simply didn't work and was too "empty" when compared with the "Theme Park" style of [=WoW=]. As it turned out, SWG was probably just ahead of its time - eight years after its release, another wide-open sandbox with even less content than SWG launched and [[{{VideoGame/Minecraft}} turned out to be pretty popular.]] Moreover, while [=WoW=] is still going strong almost 15 years later, the Theme Park design school has somewhat fallen out of fashion, while open-world sandbox games enjoyed a renaissance of sorts in the 2010s and are currently one of the most popular genres of video games.

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*** ** Once the NGE was irrevocably in place, the devs turned their attention to polishing that and releasing new content, some of which was actually pretty good. The game improved steadily until its closure, but it was just never able to recover from the combined fan backlashes the CU and NGE caused (especially with those two changes being so narrowly separated, so that many might think they were the same). If the additions that came out in the NGE had happened in CU or Pre-CU. . . [[WhatCouldHaveBeen well. . .]]
* ValuesResonance: VindicatedByHistory: ''Galaxies'' was frequently and unfavourably compared to ''VideoGame/WorldOfWarcraft'', with many critics suggesting that SWG's ambitious "open-world sandbox"-style gameplay simply didn't work and was too "empty" when compared with the "Theme Park" style of [=WoW=]. As it turned out, SWG was probably just ahead of its time - eight years after its release, another wide-open sandbox with even less content than SWG launched and [[{{VideoGame/Minecraft}} turned out to be pretty popular.]] Moreover, while [=WoW=] is still going strong almost 15 years later, the Theme Park design school has somewhat fallen out of fashion, while open-world sandbox games enjoyed a renaissance of sorts in the 2010s and are currently were one of the most popular genres of video games.games at the time.
16th Jan '18 11:05:07 PM darkknight109
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** Few of the Aurilla quests were looked upon kindly, but one of the most reviled was an infamous Phase III quest that required the player to capture and escort a Sith Shadow commander from a field base back to Aurilla. Many people attempted it, as the reward was Sunrider's Destiny, a uniquely-coloured lightsaber crystal, but it had a series of huge problems. Problem 1: It's an EscortMission. Problem 2: The commander had high-level bodyguards that were very difficult to take down. Problem 3: The commander has a CyanidePill of sorts that will [[TimedMission kill him after an hour]]. Problem 4: You couldn't just plunk the commander in a vehicle and drive him back to the village; instead, you had to walk him back on foot, through the single-most hostile planet in the game. Unless you managed to convince a large group of people to join you, that meant you probably had to carefully navigate around any nasty things that spawned like Nightsisters. Oh, and he had terrible terrain negotiation, so he slowed down significantly when going uphill (and, naturally, Dathomir was one of the hilliest planets in the game). Problem 5: The location of the base was randomized - if you were unlucky enough to get sent to a base that was on the other side of the planet from Aurilla, it was all but impossible to get the commander back to the village in time. Problem 6: If you got too far away from the commander or got into combat, he could make a break for it and you had to chase him down and capture him again. All in all, this was a legendarily frustrating mission that was widely seen as the single-most infuriating mission out of all the village quests and one of the worst ''Galaxies'' ever came up with.



* ValuesResonance: ''Galaxies'' was frequently and unfavourably compared to ''VideoGame/WorldOfWarcraft'', with many critics suggesting that SWG's ambitious "open-world sandbox"-style gameplay simply didn't work and was too "empty" when compared with the "Theme Park" style of [=WoW=]. As it turned out, SWG was probably just ahead of its time - eight years after its release, another wide-open sandbox with even less content than SWG launched and {{VideoGame/Minecraft turned out to be pretty popular.}} Moreover, while [=WoW=] is still going strong almost 15 years later, the Theme Park design school has somewhat fallen out of fashion, while open-world sandbox games enjoyed a renaissance of sorts in the 2010s and are currently one of the most popular genres of video games.

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* ValuesResonance: ''Galaxies'' was frequently and unfavourably compared to ''VideoGame/WorldOfWarcraft'', with many critics suggesting that SWG's ambitious "open-world sandbox"-style gameplay simply didn't work and was too "empty" when compared with the "Theme Park" style of [=WoW=]. As it turned out, SWG was probably just ahead of its time - eight years after its release, another wide-open sandbox with even less content than SWG launched and {{VideoGame/Minecraft [[{{VideoGame/Minecraft}} turned out to be pretty popular.}} ]] Moreover, while [=WoW=] is still going strong almost 15 years later, the Theme Park design school has somewhat fallen out of fashion, while open-world sandbox games enjoyed a renaissance of sorts in the 2010s and are currently one of the most popular genres of video games.
13th Jan '18 6:18:25 AM darkknight109
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*** Once the NGE was irrevocably in place, the devs turned their attention to polishing that and releasing new content, some of which was actually pretty good. The game improved steadily until its closure, but it was just never able to recover from the combined fan backlashes the CU and NGE caused (especially with those two changes being so narrowly separated, so that many might think they were the same). If the additions that came out in the NGE had happened in CU or Pre-CU. . . [[WhatCouldHaveBeen well. . .]]

to:

*** Once the NGE was irrevocably in place, the devs turned their attention to polishing that and releasing new content, some of which was actually pretty good. The game improved steadily until its closure, but it was just never able to recover from the combined fan backlashes the CU and NGE caused (especially with those two changes being so narrowly separated, so that many might think they were the same). If the additions that came out in the NGE had happened in CU or Pre-CU. . . [[WhatCouldHaveBeen well. . .]]]]
* ValuesResonance: ''Galaxies'' was frequently and unfavourably compared to ''VideoGame/WorldOfWarcraft'', with many critics suggesting that SWG's ambitious "open-world sandbox"-style gameplay simply didn't work and was too "empty" when compared with the "Theme Park" style of [=WoW=]. As it turned out, SWG was probably just ahead of its time - eight years after its release, another wide-open sandbox with even less content than SWG launched and {{VideoGame/Minecraft turned out to be pretty popular.}} Moreover, while [=WoW=] is still going strong almost 15 years later, the Theme Park design school has somewhat fallen out of fashion, while open-world sandbox games enjoyed a renaissance of sorts in the 2010s and are currently one of the most popular genres of video games.
13th Jan '18 6:03:12 AM darkknight109
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* MemeticMutation:
** The NGE is ready! [[note]]The catch phrase used to advertise the NGE, arguably the most controversial and widely despised update in the game's history. Used facetiously by SWG players to mock the update's bug-ridden, incomplete status.[[/note]]
** Nine iconic classes[[note]]Related to the above, a bit of InsistentTerminology employed by SOE to describe the consolidation of 32 mix-and-match character professions down to nine mutually exclusive classes.[[/note]]
** Long live Uncle Owen [[note]]Yet another NGE meme, shortly after the NGE launched to great controversy, SOE president John Smedley gave an interview to Gamespot where he suggested that one of the game's flaws had historically been that the game gave an "Uncle Owen" experience instead of the "Luke Skywalker experience". Cue many players piping up that they ''liked'' playing as proverbial Uncle Owens and were rather upset that that opportunity had been removed.[[/note]]
4th Sep '17 11:24:05 AM HalcyonDayz
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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 irreplaceable after this point, they were generally considered TooAwesomeToUse.

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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=] {{Non Player Character}}s 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 irreplaceable after this point, they were generally considered TooAwesomeToUse.



** There was also a bug in the AI for a while that would randomly cause NPCs and Monsters to path towards 0, 0 on the planet, ultimately causing large groups of mobs to circle around it at a small distance. The best part? Certain NPCs would do area damage that would damage mobs not in their group. Fire a few AOE attacks into the circle of mobs and you could set off a chain reaction that would potentially crash the server. This is a Good Bad Bug because if you didn't crash the server, and you tagged enough of the mobs, you could get decent xp.

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** There was also a bug in the AI for a while that would randomly cause NPCs {{Non Player Character}}s and Monsters to path towards 0, 0 on the planet, ultimately causing large groups of mobs to circle around it at a small distance. The best part? Certain NPCs [=NPCs=] would do area damage that would damage mobs not in their group. Fire a few AOE attacks into the circle of mobs and you could set off a chain reaction that would potentially crash the server. This is a Good Bad Bug because if you didn't crash the server, and you tagged enough of the mobs, you could get decent xp.
3rd Dec '16 11:54:46 PM darkknight109
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* TheScrappy / TierInducedScrappy: The Jedi class. Oh man, the Jedi class... Anyone who wasn't a Jedi or wasn't trying to become one (and even some who were) despised them for taking up so much of the game's focus and resources. There was no middle ground in this argument.

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* TheScrappy / TierInducedScrappy: The Jedi class. Oh man, the Jedi class... Anyone who wasn't a Jedi or wasn't trying to become one (and even some who were) despised them for taking up so much of the game's focus and resources.resources, while those who earnestly wanted to become Jedi pointed out how central they were to the Star Wars story and the extreme time-investment required to become one as justification for their presence and strength. There was no middle ground in this argument.
26th Nov '16 12:26:23 AM Brandar
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-->''"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."''\\

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-->''"I'll --->''"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."''\\
3rd Nov '16 7:01:44 AM dresdor
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** The combat upgrade. It capped a lot of overpowered equipment and buffs, added status effects to a lot of moves, and better defined different combat professions roles. It also added a [[CharacterLevel character level]] system no one had asked for, turned years worth of amazing equipment into junk and wreaked havoc on every support profession. Medics buffs were mostly worthless now, crafted goods were no better than common quest rewards, and entertainers had almost no role during the CU. The following months did address some of these issues, but thenů
** The New Game Enhancements are [[ObviousBeta ready]]! Released less than six months after the last massive change, 32 professions were consolidated or outright dropped to make room for [[CharacterClassSystem nine iconic classes]], and pretty much everything was overhauled all over again. The simpler set-up did require less balance tweaks, giving the dev team more time to build new content, but many felt at far too high a cost.

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** The combat upgrade. It capped a lot of overpowered equipment and buffs, added status effects to a lot of moves, and better defined different combat professions roles. It also added a [[CharacterLevel character level]] system no one had asked for, turned years worth of amazing equipment into junk and wreaked havoc on every support profession. Medics buffs were mostly worthless now, crafted goods were no better than common quest rewards, rewards (I kid you not, people were hunting lvl 5 rats outside of Mos Eisley because they had just as much chance to drop good gear as any other mob), and entertainers had almost no role during the CU. The following months did address some of these issues, but thenů
** The New Game Enhancements are [[ObviousBeta ready]]! ready]] (some would say they were alpha when released)! Released less than six months after the last massive change, 32 professions were consolidated or outright dropped to make room for [[CharacterClassSystem nine iconic classes]], and pretty much everything was overhauled all over again. The simpler set-up did require less balance tweaks, giving the dev team more time to build new content, but many felt at far too high a cost.cost.
** Especially considering that up to this point, the whole idea of SWG was to have "your" story, not to be Han Solo or Luke Skywalker.
** Not to mention the large amount of assets that where missing after the patch. Inventories were full of ? boxes, lag was severe (even for SWG) and they never really got the AI to path right (which matters a lot more in the Twitch style game NGE became).



** Entertainer buffs introduced after NGE tended to be game breakers in their own right. They could add another 50% to your armor, greatly increase stats, and infuse people with useful effects like a chance to randomly heal damage every hit. Ironically they were usually needed for PvP and high end [[PlayerVersusEnvironment PvE]], which was the exact same complaint some people had about doctor buffs two overhauls ago.

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** Entertainer buffs introduced after NGE tended to be game breakers in their own right. They could add another 50% to your armor, greatly increase stats, and infuse people with useful effects like a chance to randomly heal damage every hit. Ironically they were usually needed for PvP and high end [[PlayerVersusEnvironment PvE]], which was the exact same complaint some people had about doctor buffs two overhauls ago. It could also be completely macroed in-game, so there were ent bots everywhere.



**** The meta around Composite Armor shifted regularly. At one point PVPers were using weapons that you couldn't be certified in (which cut damage significantly) because they did types of damage armor typically wasn't hardened against. The reduction from the certification loss was less than the reduction from the armor.



** Any attack that could target the mind pool was considered valuable, since Mind was the one stat that could not be healed mid-battle. Special mention, however, goes to Combat Medics who could throw Mind-targeting Diseases. This would not only drain the target's mind pool, but would inflict hundreds of points worth of wounds, which did not recover without the player spending a few minutes watching an entertainer in a cantina. Combat medics were rightly feared in [=PvP=] for their ability to not just kill a combatant but take them out of the fight for a good 10 minutes minimum (since wounds persisted upon death) and were typically [[ShootTheMedicFirst the first ones targeted during group combat.]]
** In Pre-CU [=PvE=], no one could match Riflemen in their ability to take down tough [=NPCs=] solo thanks to the Conceal Shot skill. It allowed Rifleman to attack enemy [=NPCs=] without drawing aggro. It could take a while, but this meant that unless the mission was timed or had respawning [=NPCs=] nearby, a Rifleman could solo the toughest [=NPCs=] in the game with no outside assistance. This ability, plus the fact that Riflemen targeted the mind pool with their special attacks AND had a stun weapon meant that it was far and away the best ranged class in Pre-CU combat and was generally considered one of the best classes overall.

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*** It's no wonder why Creature Handler is one of the most missed classes from SWG.
** Any attack that could target the mind pool was considered valuable, since Mind was the one stat that could not be healed mid-battle. Special mention, however, goes to Combat Medics who could throw Mind-targeting Diseases. This would not only drain the target's mind pool, but would inflict hundreds of points worth of wounds, wounds that reduced the maximum size of the mind pool, which did not recover without the player spending a few minutes watching an entertainer in a cantina. Combat medics were rightly feared in [=PvP=] for their ability to not just kill a combatant but take them out of the fight for a good 10 minutes minimum (since wounds persisted upon death) and were typically [[ShootTheMedicFirst the first ones targeted during group combat.]]
combat]] (but by then it might be too late).
** In Pre-CU [=PvE=], no one could match Riflemen in their ability to take down tough [=NPCs=] solo thanks to the Conceal Shot skill. It allowed Rifleman to attack enemy [=NPCs=] without drawing aggro. It could take a while, but this meant that unless the mission was timed or had respawning [=NPCs=] nearby, a Rifleman could solo the toughest [=NPCs=] in the game with no outside assistance. This ability, plus the fact that Riflemen targeted the mind pool with their special attacks AND had a stun weapon meant that it was far and away the best ranged class in Pre-CU combat and was generally considered one of the best classes overall.overall (Not to mention the overall high damage of the rifles in game).


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** There was also a bug in the AI for a while that would randomly cause NPCs and Monsters to path towards 0, 0 on the planet, ultimately causing large groups of mobs to circle around it at a small distance. The best part? Certain NPCs would do area damage that would damage mobs not in their group. Fire a few AOE attacks into the circle of mobs and you could set off a chain reaction that would potentially crash the server. This is a Good Bad Bug because if you didn't crash the server, and you tagged enough of the mobs, you could get decent xp.


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*** How bad of a grind? You had to convert regular xp forms into specialized jedi XP. The best conversion rate by far was combat xp, which converted at a rate of 3 combat xp to 1 force sensitive xp. Don't worry, though, you only need 6.25 MILLION force sensitive xp, and there are caps on how much xp you can hold at one time (usually a few hundred thousand xp per type). Oh, did I mention you can only convert xp in the village, where it's very difficult to earn any xp except for crafting?
3rd Nov '16 6:08:01 AM dresdor
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*** The NGE made Jedi a starter profession, did away with the councils and the village, and gave elder Jedi a special robe and lightsaber crystal. This was also a major point of controversy and had the side effect of a disproportionate number of players choosing Jedi, making balanced groups a rarity

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*** The NGE made Jedi a starter profession, did away with the councils and the village, and gave elder Jedi a special robe and lightsaber crystal.crystal (and the ability to look like a force ghost). This was also a major point of controversy and had the side effect of a disproportionate number of players choosing Jedi, making balanced groups a rarity
29th Oct '16 11:38:11 AM ErikModi
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