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You are here: Home > PC Game Reviews > Star Wars Galaxies: The Total Experience Review Welcome to the Star Wars Galaxies: The Total Experience Review page. Star Wars Galaxies – The “Force” Is Not With It
Do you have the itch to enter
George Lucas’s “Galaxy” and immerse yourself in blazing battles against
killer droids or engage real-life enemy players in an epic fight of
good against evil? Do you
yearn to scream through the universe in your Jedi Star Fighter and plug
bogeys with your twin-turbo Ion Blasters? Or perhaps you’re looking forward
to exploring the secrets of Kashyyyk or travel from planet to planet
meeting the beloved characters of Star Wars? Well, you’re in for some
disappointment. Not at first,
but within three to six months of playing, guaranteed. In fact, why would a veteran
player of Star Wars, like myself, leave Star Wars!? As many game reviews have
already pointed out, Star Wars Galaxies, a recent and disappointing genre
of a Massively Multiplayer Online Role Playing Game (MMORPG), continues to
fail in the delivery of content, flexibility, consistency, customer
support, and customer satisfaction usually experienced by Star Wars
fans. We simply have come to
expect high quality from George Lucas; and he delivers. For example, Mr. Lucas is so keen
on quality that he is well known for doing a take over and over until his
actors make the scene “more intense.” But when it comes to handing
the torch over to Sony Online Entertainment (SOE), the “Total Experience”
is less than satisfying.
True, the bug ridden expansion pack, Rage of the Wookies, was a
step in the right direction in terms of multiple instanced dungeons,
quests that can be accomplished solo, and Lucas-quality content. However, before strapping yourself
into an X-wing fighter, you need to know what disappointing core issues
you will face when playing Star Wars Galaxies, and why so many have a
“love/hate” relationship with SOE.
Most importantly, why have so many recently hit the “cancel
account” button despite new content?
“If it isn’t broke, don’t fix
it” Going back to the early days,
when Star Wars first hit the streets, players embraced a new “combat”
system which promised a fresh way to group with your friends and do battle
against the evils of the Galaxy.
It was different than any other MMORPG, and, at first, seemed to be
a success. Sony introduced
new exciting weapons, quests, and loot every few months. In fact, new exciting lootable
items and other various elements beefed up the game. Yet, as the months went by, the
developers at Sony Online Entertainment (called Dev’s) received
increasingly numerous complaints of how unbalanced and disorganized the
game was. Hot fixes, as they
are called, were regularly implemented. However, the game got worse. Literally thousands of suggestions
were published on the Star Wars forums, but never taken seriously. Instead, SOE concentrated on
making relatively minor changes and tweaks in an attempt to quell the ever
increasing complaints. Still,
when SOE would fix or change one particular area, two others would “break”
or create huge exploitable holes that players, of course, took advantage
of. Exploitation prompted
more hot fixes to fix the hot fixes. Nevertheless, Sony continued
implementing “Hot Fixes” (minor changes in the game) and “Publishes”
(major changes) that mostly consisted of what players call NERF’s. The term NERF was coined in the
MMORPG game Everquest (also a Sony managed game) and means: The act of
reducing the effectiveness of a game element, done by the programmers of
the game, e.g. making certain spells less powerful, making a particular
weapon slower, making a particular class more prone to spell fizzles,
etc.” To handle the unbalanced
elements of the game, Sony Online Entertainment chose to “Nerf” or reduce
the effectiveness of practically everything in the game. For example, a Commando, formerly
considered to be a very strong player and, at one time, one of the
favorite characters to play, wielded a Flame Thrower. Now, by any standards, a Flame
Thrower is impossible to dodge and can do devastating damage. Not in Star Wars Galaxies after a
NERF publish. SOE reduced the
weapon to nothing more that a pea shooter by programming in the ability to
dodge the weapon’s stream of devastating, thousand-degree fire and by
reducing the damage the weapon could do. Tera Kasi characters (Melee, or
unarmed combat experts) were now able to “dodge” or even “block” this
attack. Commando’s quickly
faded into the background as “Nerf’ed” weak characters. And the examples go on and
on. Publish after publish SOE
attempted to “balance” the game by reducing the effectiveness of weapons,
Jedi powers, armor resistances, professions, you name it. The adverse effects, however, were
felt by SOE’s own customers.
How? The technique of fixing a game
problem by NERF’ing simply exposed SOE’s lack of forethought in developing
the Star Wars Galaxies game.
In addition, it demonstrated how SOE was handling their mistakes,
that is, to leave the infrastructure in place and code out around the
game’s broken foundation instead of creating something new that
worked. To this day, the
major flaws in the game can be attributed to a lack of ingenuity among the
development team. Also, this technique forced
their customers to change their character’s profession to one that still
had some semblance of strength or effectiveness. During the periods following
the changes, players quickly found the weaknesses created by the changes,
both in the game and in other players professions, and exploited them,
taking advantage of the unbalanced or “broken” parts that were supposed to
be balanced or fixed by the Publish in the first place. An example of this was
following one Publish period in which a Master Combat Medic, considered to
be average to above average in character combat strength, could take out
any player, including a high level Jedi Knight, in about 30 seconds with a
“super charged” spider venom mind poison or disease, all without ever
exchanging blows in combat.
Players would simply become a Master Rifleman/Combat Medic and
then, literally stalk other lower level players at battlefields or theme
parks and the like, dropping poisons or diseases on them and stand there
as they watched the other players mind pool drop to zero. In addition, this “ganking” was
further facilitated by another unique system called a Temporary Enemy Flag
(explained below). Therefore,
a player could simply throw a disease or poison on the TEF’ed player, run
away and wait about thirty seconds, then shoot them dead (called a death
blow). Piece of cake! The other player never had a
chance. Oh, the other player
could become a Doctor and heal the disease or poison. But even I tried this approach
without consistent success due to the healing timer. Anotherwords, SOE purposely set
the healing timing slower than the damage done by the disease or
poison. Unbalanced? Severely. But this broken unbalanced combat
scenario went on for months. As mentioned earlier, another
issue manifested itself due to the Temporary Enemy Flag. The TEF was a unique system where a
player received a TEF if they attacked a player or NPC of an opposing
faction. This system, too,
was implemented with the intent of encouraging players to engage in more
player versus player combat.
Why? Because of
numerous complaints that the game was boring and had very few
opportunities for exciting player versus player combat. However, harassment complaints
poured in because of the lack of choice. Players felt forced into player
versus player (PVP) combat whether they wanted to or not. After months and months, the TEF
system was finally scraped. Still, complaints of
unbalanced game play continued to pile up and a huge percentage of the
account cancellations were attributed to “unbalanced game
play.” The Combat
Upgrade Recently, the infamous “Combat
Upgrade” (or CURB) was implemented. Essentially the CU consisted
of further reducing the effectiveness of various professions, rendering
some practically useless.
Doctors, for example no longer crafted their enhancement packs,
dancers no longer gave mind enhancements, poisons and diseases were
reduced to very slow acting
“damage over time” attacks, and etc.
True, the CU improved upon visual graphics in the user interface,
and fixed some bugs.
Interestingly, though, the CU
also implemented the grand-daddy of all NERF’s by replacing the unique
Star Wars combat system with the tried-and-true combat system of
Everquest. Players were
astounded that SOE would even think of doing such a thing, let alone call
it an “upgrade.”
Nevertheless, the CU, yet again, attempted to balance all
professions with the intent of making them equal in combat, and to a small
degree achieved this.
However, during the months after the CU went live, thousands of
Jedi, for example, lost millions of Jedi experience points due to Bounty
Hunter death squads (called gank squads) in which the Jedi is simply
overwhelmed by up to five other players. To add insult to injury, a Jedi
could even be killed, and thus loose as much as 430,000 experience points,
by his OWN FACTION! Anotherwords, a Rebel Bounty
Hunter could hunt and kill a Rebel Jedi. As of this writing, it is still
programmed this way.
Isn’t this supposed to be a
Galactic Civil War where factions band together and fight the tyranny of
their enemies? Yet, SOE has
the game programmed in such a way that players can turn traitor on each
other and kill within their own ranks. Unbalanced? Perhaps. But, is SOE again attempting to
compensate for the lack of “player versus player” combat opportunities by
increasing the available “targets” for Bounty Hunters? Absolutely. And, just as SOE expected,
hundreds of players changed their professions to Bounty Hunter to take
advantage of more PVP opportunities.
However, didn’t that take the choice to PVP away from those who
play the Jedi profession? It
sure did. SOE has stated that the Jedi
profession is supposed to be hard, and I’m not going to go into all the
opinions surrounding this issue.
However, isn’t there other ways to make playing a Jedi hard without
undermining the very game element you have implemented in the first place,
namely, the Galactic civil war where players of identical faction are helping each other? In addition, how can you maintain
customer satisfaction by keeping PVP a choice for some players but not all
players? This illustrates
just one of the inconsistencies in SOE’s Star Wars game. Star Wars Galaxies continues to be
reduced to a conglomeration of paradoxes and inconsistencies. “Hot fixes” and “publishes” only
amount to band aids on gaping holes in the fabric of the game. So? These issues, and the numerous
others not mentioned, monetarily affect you
directly. Time Equals
Money Remember how a player is
forced to re-level his character to a new stronger profession because of
the NERF’s? Re-leveling takes
time which you paid for in your monthly account fee. Well, that’s alright with SOE
because it keeps players playing longer re-leveling their characters. However there are other
ramifications that also hit you square in the pocket
book. You see, if you “choose” to
re-level your character to a new profession, all the weapons, armor,
foods, drinks, and other items you purchased in the game for your old
character become useless.
Anotherwords, NERF’ing equals money out of your pocket. Consider: you pay Sony to play
Star Wars. When a “Hot Fix”
is implemented, you are directly affected by either losing an item (and
quite often many items) you spent time acquiring, or purchasing. Or perhaps the effectiveness of
the item is reduced to “worthless.”
Worthless items are usually destroyed because they become
unusable. So, basically all
the time you spent playing Star Wars to acquire or craft that NERF’ed
item, which you paid SOE for, is gone. And, you are not compensated
monetarily by SOE for that measure of lost time, and thus lost account
fee, in any way. True, you can try to sell the
item but then you need a Merchant character to do this. That means another account and
another monthly fee to Sony. Multiple
Characters So blatant is this particular
game characteristic that I conducted a personal survey of 200 players
across 10 servers and discovered that 8.25 out of 10 players have a second
(or more) account(s).
Why? Because in order
to be self sufficient in Star Wars Galaxies, and keep ahead of the NERF’s,
a player must maintain at least three characters; a crafter, a support
character, and a combat character.
Common combinations are a Master Rifleman/Doctor, a Chef/Armorsmith
(or Weaponsmith), and either a Swordsman/Pikeman or Jedi (or other strong
combat combination). Oh, some
play with just one character.
But try to become a Jedi and watch how your playing time becomes an
endless cycle of searching for other players support characters to provide
you with needed services.
Nevertheless, this characteristic is, in fact, intended due, in
part, to the absence of a large player base. Because of the small player base,
SOE keeps the available player skill points low enough to prevent one
character from mastering more than two skills…and there are over two dozen
(basic and elite) professions.
This has the “intended” effect of forcing players to pick up
additional accounts. In addition, as was discussed
earlier, it takes playing time to level a character and become strong
enough to adequately PVP or kill a high-level animal in a reasonable
amount of time. In fact, it
will take approximately three to six months to master one elite profession
if you play a couple nights a week.
Also, with so many major changes occurring, by the time you do
finish a profession, it may not be what it was six months prior, or the
weapons may be so weak you can’t use them anymore, or your armor has been
reduced to plastic wrap. So
you start all over and re-level in a different profession. Players commonly refer to the best
“combat” professions as the Flavor of the Month (FOTM) and this factors
heavily into which professions are played the most. Frankly, the stronger the
profession, the more people that play it. Well, again, that’s alright with
Sony, because you continue to play and chase the illusive “completion” of
a FOTM profession.
Players frequently refer to
the above described leveling process as “grinding” because of the insane
amounts of experience points a player needs to advance in his or her
chosen profession. This is
necessary because of the power gamers that spend 8-15 hours a day (or
more) playing SWG. Grinding,
on the other hand, requires killing the same high-point animal, or NPC mob
(non-player character) over and over again. Boring? Absolutely. And an incredible time sink. Unfortunately Sony has substituted
“grinding” for game content and quality. True, you could do other things in
game such as quests and killing other types of animals. But that takes LONGER. There is another factor to
weigh. In order to buy that
super rifle or set of armor, you need cash in the form of credits. To do this takes, yes you guessed
it, more time. You must
complete missions or harvest resources to earn “credits” (the cash of the
game) in order to “buy” the equipment you need. You need a house, a weapon, armor,
food, drinks, tips for enhancement or healing, and other
items. Food and
Drinks Regarding eatables, you will
be introduced to another paradox in Star Wars; food and drink
enhancements. The game is
programmed in such a way that it almost always requires food and drink
enhancements in order to finish certain quests or engage in player versus
player combat. Granted, food
and drink does help to create and support the Star Wars economy. However, it too hits you square in
the pocket book.
How? The quality of food and drinks
are based on the quality of resources harvested. The quality of the resources shift
every couple weeks and are not really high quality except about once every
six months. Some resources
don’t see a high quality shift for up to a year. What this equates to is a never
ending cycle of trying to find the highest quality, or strongest, food and
drinks you can get your hands on.
However, two weeks from then, a player may have a stronger drink
enhancement and be able to beat you in player versus player combat. On the other side of the coin,
the quests and non-player character “bad guys” have static combat
capabilities and strengths.
If there was a long run of bad resources, you simply won’t have
strong enough foods, drinks, or armor to do the quest or dungeon. The only other alternative is to
wait until you can do the quest
or dungeon with a group of other players who are, by the way, competing
with you for the high-end loot.
Therefore, you WAIT and
keep your account active even longer. Replacing NERF’ed
Items Because of NERF’s, a player
usually replaces old or removed items. This essentially takes away
playing time, which takes away money you spent on the game. One perfect example of this is a
quest to obtain a mind enhancement crystal in the Force Sensitive
quests. The quest was fairly
difficult and took time (and monthly account money) to accomplish. After the Combat Upgrade, the
crystal was rendered completely useless (having no enhancements). Nothing was given as a replacement
and, of course, no refunds on the time spent on that particular quest were
offered. Instead, Sony
decided to compensate players with game items and turned on “double XP” a
few times. Essentially, Sony
was keeping people playing by giving double experience points to those who
needed to replace the lost experience points due to SOE’s combat
upgrade! Is there something
wrong here? Yes. It’s a classic case of taking one
step forward and two backwards.
It simply is not fun to “regrind” your chosen profession, AGAIN. But, you can see what I’m
trying to describe. The game
is purposely programmed to make EVERYTHING take insanely long to
accomplish. Sure, it’s only
$12.95 to $14.95 a month.
But, it will take you months, and in some cases years, to begin
having real fun as seen in Play
Station versions of the same game. Leveling Jedi
Knight An example of the time sink
and loss of playing time (and thus real life money) I am describing is the
process of becoming a Jedi Knight and subsequent playing of the
profession. A Jedi Knight character
requires a long, long process to achieve. To put this into perspective, as a
power gamer it took me about a year and a half from start to finish. A casual player who plays a couple
nights a week will take at least two to three years to finish using
current “acceptable” grinding techniques. Granted, there are a few ways to
speed the process up, such as grouping. But even that technique was
recently NERF’ed by SOE. Now,
the group SPLITS the experience
gained with each kill, effectively making it take longer to gain Jedi
experience. In the meantime, Jedi of any
level can be attacked by Bounty Hunters. Currently, Bounty Hunters are
strong enough to go toe-to-toe with full-template Jedi Knights and beat
them a good deal of the time.
However, human nature as it is, it is much easier to just hunt and
kill lower level Jedi. This
part of the game again affects you, and your pocketbook,
directly. You see, when you are working
hard to level your Jedi, say killing Huurtons (looks like a dog but with
scaly skin like a lizard), along comes a Bounty Hunter who has taken a
mission to kill you. As a low
level Padawan, you simply are no match for a Master Bounty Hunter. You are forded into a PVP
encounter with him whether you want to or not. The consequences are that you
loose the very experience points you have been spending time, and thus
real life money, to acquire.
And the amount you loose is insanely high. In fact, if you group and hunt
animals, the members in your group can not help you in your “Star Wars
epic battle of good over evil.”
Incredibly they have to stand by and watch you get
slaughtered. As you clone,
you realize the amount of Jedi experience you lost is equal to about three
hours of grinding (or gaining Jedi experience). Sound fun? No? If you have read this far, you
see that it is just another means with which Sony is able to force more
playing time on you. Again,
you are getting hit right in the pocket book. Again, the time, and thus money
you spent on playing/leveling your Jedi is gone. You see, all of this is set up so
that other players have a plentiful supply of obligatory PVP players. You have literally become another
players’ game content and actually pay hard-earned real life money for
it. In fact, that is why
every technique for gaining Jedi experience is exploited to the full. And players are constantly looking
for ways to gain Jedi experience at faster rates due to the incredibly
high experience loss in Bounty Hunter encounters. Nevertheless, bugs in the game
also contribute to Jedi experience loss. To illustrate this point allow me
to tell you a personal experience.
One day last year I was browsing the Bazaar in a
But you personally have to
decide if you’re willing to buy into the Star Wars Galaxies careless
attitude towards its players.
In addition, if you have ever played a Jedi on Playstation, you
will be sorely disappointed in Sony’s version of a
Jedi. So disorganized and
ill-conceived is Sony’s foundation for the game that Jedi cannot even
force jump. Even if they did,
how would they implement such an ability and keep the game balanced? You guessed it…more NERF’s
including those applied to Jedi. To Play or Not to Play, That
is the Question It was suggested by one player
that Sony reorganize the game into multiple ultra-elite professions that
parallel Jedi Knight. This
would be accomplished by developing profession skills that actually allow
players to make their characters stronger…as strong as a Jedi Knight but
with different damage capabilities, and used in context of the Galactic
Civil War (GCW). Admittedly,
as the movies tell us, a Jedi is not a soldier, but a peace keeper (or
Sith) and has a uniquely different, and indirect, role in the GCW. Other professions, on the other
hand, have direct roles in the GCW and could take on skills such as tank
operator, AT-AT commander, or other high-level soldier skills. Then watch how the battles
form! Players will be equally
interested in leveling a combat character that can dish out just as much
damage from the turret of a tank as a Jedi could with his light
saber. Oh, we will all still
want to level a Jedi. But it will be more realistic to
have just as much fun with a Master Elite Commando who can take out five
players on the battlefield with his Imperial AT-AT. However, here is the
catch. Sony Online
Entertainment has shown a propensity towards expansion packs and shoring
up the already fractured infrastructure of Star Wars Galaxies. To make such fundamental changes
to the game would take Sony’s
time, and Sony’s money. And
that ‘s something that simply will never happen. At this point, only if Mr. Lucas
himself finally steps in and pulls the plug will drastic changes
occur. So, “to play or not to
play…that is the question.” I
finally hit the “cancel” button because I realized Star Wars Galaxies
really is not going to get better, not in a cynical way, but because the
foundation for SWG was ill-conceived and rushed to market. Personally I wouldn’t recommend
Star Wars Galaxies for these and numerous other paradoxes found in the
game. But most importantly, I refuse
to pay Sony any more money to fix the numerous bugs or wait while they try
different solutions to the balancing problems. I refuse to play a game that
forces players to LOSE
experience they paid real life money to earn. I refuse to play a game that never
monetarily compensates you for items lost to NERF’s. I refuse to recommend a game that
has simply been outdistanced by Lucas Arts in terms of content,
flexibility, consistency, customer support, and customer
satisfaction. Instead, I’m
going to play…Lego Star Wars!
At least I won’t lose money playing it. Review By: swgfreek 2 1/2 year veteran
Buy Star Wars Galaxies: The Total Experience
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