Friday Feature – By the Numbers, May 5th, 2017

Star Wars Day!

May the 4th!

The Launch of an Empire in Flames!

Three things which are all near and dear to so many. Wait… just how many you say? Well, I happen to know something about that and I am willing to share!

As of 10 am, Central time May 5th, 2017

Characters Created: 235

Highest number on at one time: 98

Distribution by Species:

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It was a fantastically successful launch. People were excited and many comments such as the following were heard, “I’m home…”

May the Force be With You!

Sandarie, Community Manager

 

Friday Feature: The Court of Naboo

“My queen, we must take a side,” Pooja Naberrie said emphatically. “To refuse to align ourselves with either the Rebel Alliance or the Empire is tantamount to inviting the criminals of the galaxy to overrun us!”

“And I’m sure you have no opinion about which side to take?” Moff Panaka asked sharply. “You’re concerned only with the welfare of the people?”

“First and foremost, yes,” Naberrie retorted. “You think me a traitor because I believe the Old Republic of a thousand years better than your young Empire of twenty. Should our queen decide to align our world with your interests, I will still gladly serve in whatever fashion I may.”

Queen Kylantha held up a hand, forestalling further argument. “Your opinions have both been made known,” she said firmly, then offered an exasperated smile. “Never has a meeting of the Advisory Council been so heated since I took the throne.”

Panaka narrowed his eyes. “Your Highness, never in the time you’ve sat on the throne has there been danger like this. With the disaster at Endor, the Empire threatens to fragment.”

“All the more reason to join the Rebel Alliance, your highness,” Naberrie chimed in. “The Republic will rise again. It is already happening.”

“What reason do we have to throw in with this lot of killers and thieves?” Panaka asked coldly. “Our beloved Emperor came from this very world. Has Naboo not been well-treated, protected, under the watchful eye of the Empire? Do I need to remind you that each and every outside invasion of Naboo came under the careless rule of the Old Republic?”

“Your point is made, Moff Panaka, thank you,” the queen said wearily. “As is yours, Pooja. I understand why you would align us with the Rebel Alliance, but you ask us to risk much for little gain. You cannot even speak on behalf of the Rebellion – you cannot make promises for them, only advocate. So I ask you both: what do the people want?”

Panaka and Naberrie exchanged looks.

“With the Emperor dead, it is entirely possible I will no longer sit on the throne,” Kylantha said slowly. “This is not a decision to be made in haste. Indeed, it may not be a decision for me to make at all.” She rose from her seat and offered a small nod to the seated Council members. “For now, the Council is in recess.”

She turned and walked with slow grace out of the Council chamber and into the private quarters of the palace. Out of sight, her pace quickened as she attempted to walk off some frustration.

She was so withdrawn into her thoughts that she almost missed the feather-like footsteps of another figure falling into step beside her. Kylantha glanced over and immediately stopped. “Did I not make myself clear when I banished you? You nearly brought disaster upon us once, and I do not wish to repeat the experience.”

The figure pulled back the hood of her cloak, offering a small smile that sparkled in her violet eyes. “It’s a new galaxy, your Highness.”

“Did you come to advocate on behalf of the Rebel Alliance as well, Kelta Rose?”

The red-haired woman shook her head, sending waves through the elaborate braids that fell around her face and down her back. “No, I am not here as an advocate.”

“Then what? Did the Alliance send one of their few Jedi to spy on my court?”

“I’d be an awful spy if I were standing here talking to the woman I’m supposed to gather information on. No, I came here to bring a message from the Rebellion.”

“Ah, the offer that Pooja Naberrie wanted to make but did not have the authority to do.”

Kelta laughed, but this time Kylantha thought she saw a speck of pain in the Jedi woman’s eyes. “No, I was sent with a message only.”

“Then you should deliver it, not make small talk.” The queen offered a small smile in return. “You should not be caught here.”

“Yes, your Highness.” Kelta’s face grew serious. “Alliance High Command has sent many like me throughout the galaxy after their victory at Endor. The message is this: war between the remnants of the Empire and the Rebel Alliance is inevitable. Those who choose to support the Empire will be targets for us – not because we wish any people pain or suffering, but because victory is necessary.”

“I do believe that is a threat, Rose,” Kylantha said stiffly.

“Not a threat, your Highness. A warning that war is coming. You may attempt to keep Naboo out of the war, but neither the Empire nor the Alliance will do the same.”

Friday Feature: Development Philosophy

I’m going to take a step back from our regular Friday features to write a bit about our development philosophy. “What’s the purpose? Why are you making the decisions you’re making? What are you focusing on?” Those are questions we’ve been hearing regularly, and I’m going to try to give you a look into the mindset we’re using. So, without further ado, the general philosophy we’re working with.

Freedom is everything. The sandbox was SWG’s greatest strength. Unlike the vast majority of MMOs, players could always leave a mark on the game – quite literally. Player-crafted goods reigned supreme; player cities dominated the landscape; player interaction drove PvP.

The original team did wonderful things to make the game open. It’s something we don’t want to lose.

The profession revamp is designed to make the game even more flexible than it used to be! A problem in SWG was that professions that “did” things were pigeonholed into doing it a certain way. My go-to example is always smuggler: to be a smuggler, you had to specialize in pistols. (Unless you were a triple threat, with TKA/smuggler/pistoleer.)

Wanted to use carbines instead? Well, prepare to have a large number of points tied up in things you can’t use, from the pistols line in marksman to all those pistols-only combat specials.

Worse, at end-game PvE levels there were only a handful of professions (or even templates!) that worked. Fighting Krayts, for example, virtually had to have the heavy armor piercing T-21 or Power Hammer. Professions like pistoleer, carbineer, TKA, and fencer were out in the cold at the end-game level.

So we’re doing our best to open things up further, make the game more open than it already is. We want people to pick a profession because it’s fun to play, not because it’s the only way to complete content.

 

Structure is necessary. SWG failed to impose rules it needed to keep the game going on a long-term basis. The worst offender was the housing system – the devs failed to anticipate what would happen. Namely, players built rings of houses at the edge of the no-build zone around starports. The more time went on, the worse it got.

PvP withered away as it became clear players had nothing to gain, but things to lose by engaging in PvP. A small, dedicated crowd (both ground and space) kept at it, but it was never what it could have been. Alternatively, it never reached the heights we saw during the Anchorhead/Bestine wars.

The idea, then, is to impose some structure where there wasn’t any before. Not because players are playing the game “wrong”, but to keep the game healthy and to channel energies into activities that are fun for multiple people.

 

Eliminate the grind. Those of us who played from the beginning are now twelve years older than when we started. Many of us have kids that weren’t born when we first played Star Wars Galaxies. We have jobs, spouses, family, commitments that we previously lacked.

We’re not eliminating the grind entirely – players still have to level professions (even if it’s much quicker than the old days), acquire resources, and so forth. But the days of spending weeks camping a boss spawn or trying to get that last perfectly-tuned pearl are not the the defining characteristics of the Empire in Flames project.

 

Provide fun. This probably shouldn’t be the fourth entry on this list, because that’s hardly fair to the importance we put on it. The game should be fun. Leveling skills should be fun. Crafting should be fun. (Well, for those who like it – I’ve personally never played a game where I enjoyed crafting. That’s my personal preference, though.) Running through a dungeon should be fun. Engaging in PvP should be fun. Building a city should be fun. Decorating should be fun.

Even when we had content under the various SWG implementations, fun was often substituted for grinding. Kill collections became monotonous, item collections had a “rare” item that sapped the enjoyment from looting pieces.

We want players to have fun, not swear at that stupid item that just won’t drop.

 

Give players something new. Seems like an odd statement, but it’s true. It’s why we’re working to allow players to own buildings that were previously only for NPCs, or build entirely new professions, or implement new planets entirely.

We’re a server built by players who loved the game in all its forms, and we all had things we wished the SOE dev team would have done. Now it’s our turn to prove that those things could have been great.

 

Use what worked. There are SWG emulator teams that are committed entirely to a certain era of the game – pre-CU, CU, or NGE. The problem is that, arguably, none of those systems worked well. Pre-CU was an unbalanceable mess; CU depending heavily on creature/player levels that undercut the freedom of the skillpoint system; and the NGE removed the freedom of character building.

We played through SWG from the very beginning, and we understand that somethings worked very well, but many things didn’t. We refuse to pigeonhole ourselves into thinking just one way; instead, we’re going to take the elements that worked well and make them work together.

Are the changes going to please everyone? No – but there’s not a version of SWG /anywhere/ that /everyone/ likes. Period.

 

So now, when you’re questioning a decision we’ve made or a method of implementation, take a look at this and you can likely see how it fits in with our philosophy. Will we make everything perfect? I doubt it. But we’ll do our best to build a server that’s still fun to play, twelve years after Star Wars Galaxies first released.

Friday Feature: Commando

“A good soldier always knows how to use whatever equipment is at hand: computers, droids, vehicles, communications gear, and – of course – weapons. Knowing what a weapon is capable of – and more importantly, what it isn’t capable of – can save your life in a tough situation.” ―Colonel Marck Linth, Alliance SpecForces

star_wars_republic_commando-t2

Commandos are the epitome of the soldier. Their lives are committed to the art of combat. When a starship in drydock needs to be destroyed, an enemy factory needs to be shut down, or a new opposing headquarters needs to be blown sky-high, the commandos get the call.

Commandos were important but not overly powerful in early Star Wars Galaxies; post NGE, they were one of the few surviving classes and specialized in heavy weapons.

In Empire in Flames, the commandos are the soldiers on the frontlines of the war.

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Commandos specialize in explosions and blast damage.

Grenades are simple weapons, quick to use and available from any good weaponsmith. They are great for tossing AoE damage into a tight battle, often hitting multiple opponents with one explosion.

Rocket launchers, on the other hand, are slow and not very accurate, but critically important for taking down enemy vehicles. A volley of rocketfire is the best answer to enemy walkers attempting to massacre friendly forces.

RebelCommando

Commandos aren’t limited to explosions, though – they bring plenty of other heavy weapons to the table. Flamethrowers, acid rifles, and disruptors all play a role for a commando – the right heavy firepower at the right time. When it comes to dealing damage or just intimidating an enemy with a big wall of fire, the commando is a go-to soldier.

Flamethrower-SWG

 

Commandos bring a variety of skills to the table. Most will bring at least a little medic for field emergencies, while adding some melee skills – typically either unarmed or a one-handed vibroblade for quick combat. Some prefer adding additional long-range combat to the fray, like adding a sniper rifle.

Friday Feature: Merchant

“You sound like a businessman, a responsible leader.”
“It’s the price you pay for being successful.”
-Han Solo and Lando Calrissian,
The Empire Strikes Back

Lando

 

Merchants often know nothing of combat. They don’t wield a lightsaber or point a blaster, grip the yoke of a starfighter or stand on the bridge of a warship. Nonetheless, they are some of the most powerful people in the galaxy.

On the live Star Wars Galaxies servers, merchants were critically important. SWG has always had a player-driven economy, and the merchants are the ones who keep that part of the game humming along.

Empire in Flames ensures the merchants will have plenty to do.

Watto-Hasbro

The economy is the game of merchants, and it’s not a game for the poor. Successful merchants are some of the wealthiest players in the game. And success can only happen one way: delivering quality goods to eager buyers in the right place at the right time.

It is important to differentiate “merchant” from “crafter.”

Merchants run shops, hire vendors, advertise goods, and concentrate heavily on selling goods.

Crafters create goods. Crafters may very well become merchants as well, choosing to sell their own goods, handling their own marketing and hiring practices.

However, a merchant may not be a crafter at all. Some merchants may specialize in selling top-quality resources at high credit per unit prices; some may flood the market with low-quality but cheap resources. Still others may specialize in hard-to-find or downright rare items. And the biggest, most powerful merchants may acquire exclusive contracts with the very best crafters, becoming the proverbial one-stop shop for the best goods in the galaxy.

Remember: disputes over trade routes brought down the Republic.

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