aka... SWG basically morphs into SWG2
From a report from F13 from the recent Austin Game Conference...
http://www.f13.net/index2.php?subaction ... m=&ucat=1&
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Last week at the Austin Game Conference, John Smedley, the president of SOE, mentioned in his keynote address that their upcoming DC comics MMO would be real-time combat. We bumped into him later that day and asked if what he said was true and he assured us it was. He also happened to mention SWG would be going real-time combat as well. He asked us not to print anything until SOE unveiled some of their upcoming changes today.
From our man in the field, schild:
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quote (schild):
Ok, so I'm here at SOE's Austin studio and I've played the new build of SWG which is going to be pushed onto test on Friday...with no real press. Basically they went through, ripped out 80% of the classes, left in the following: Force Sensitive, Bounty Hunter, Officer, Smuggler, Commando, Spy, Trader (all the tradeskills - 4 base sets now - Domestics, Structures, Munitions, Engineering), Medic and Entertainer. Here's the deal. Left click shoots - you have to aim. Right click fires off a special ability.
No more auto attack.
No more hotkey combat.
Once collision detection goes in, this will probably be the game I play. There's actual skill involved now. You can run from people and they can't just autohit you.
I don't know how else to explain it other than SOE has done the right thing. They've revitalized combat in an MMOG. It's a huge step in the right direction. Do I think they'll perfect it here? No. But it's by far the most interesting thing a studio has done. They've taken a gamble, and from what I've seen it's paid off. In other words, they've added the "Wars" back to Star Wars. It's been in the works for over a year now. In fact, the expansions could probably be called smokescreens for the launch of the real game. It'll shake things up.
Cons? 90 levels. The exp curve isn't bad though.
Good? Lots of neat skills such as Orbital Strike, theft from NPCs, working stealth for spies, fencing goods in the field for smugglers, and above all - combat based at least 75% on skill. It isn't quite Unreal Tournament, but it's nowhere near the crap combat we've dealt with for 10 years.
When it rolls out in a few weeks I'm hoping some of you will actually take the dive again with me and see where it goes, if for no other reason than to support innovation. In all seriousness, almost all the changes are for the better. Before anyone else says it - yes, it was shocking to me that SOE took this angle on restructuring an MMOG first. Even moreso that Lucasarts supported it. Ding. Grats.
Needless to say that left me wanting to know more, so I tried to follow-up with schild while he was busy playing an internal build of the overhaul.
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SOE and LucasArts are 100% behind this. The goal is to make the game more fun, to make you feel like a part of the Star Wars universe.
This is not something that will be done a week or even a month from now. From what schild can gather, we're looking at 6 months or more before this is rolled out to every server. The entire game is changing. No "classic" servers, everything will be the revamped game.
In order for them to implement collision detection, every art asset in the game has to be gone through. That's why we're looking at 6+ months.
Space combat will stay the same.
Like us, I assume many of you have questions and we'll do our best to answer them in the coming days, weeks and months. For right now I have a reason to re-activate my SWG subscription and that's something that one week ago I thought I would never have a reason to do.
Join the amazement.
[EDIT] Information is continuing to roll in.
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quote (schild):
Think Diablo. You can also hold down left click like a machine gun. But uhmmm, yea. It's getting there.
As for weapons, here's the deal. The abilities are class specific, not weapon specific. You want to wield melee? Any class can do it. Etc. It's well done. Balance isn't one of the hugest issues here as once CD is in, the game will require more skill. For every bit of skill put into a game, you don't need to worry so much about balance. I'm interested in seeing orbital strike or a called in artillary shot during PvP. It'll be interesting.
And this just from LA (via Tiggs)
Julio Torres wrote:
Greetings Star Wars Galaxies Players, Fans, and Other Denizens of the Galaxy:
My name is Julio Torres and I am the Producer on Star Wars Galaxies for LucasArts. We wanted you, the great members of the Galaxies community, to be the first to hear some exciting news about the current and future plans for Star Wars Galaxies!
Over the past year we have been working hard to respond to feedback we have gotten from players, fans, focus groups, and other research. This feedback has ultimately centered on one key area: the game does not feel like a heroic Star Wars experience. Currently, the early game has a steep learning curve and there is no clearly defined path of advancement or adventure. Many of our fans who bought the game did not see enough Star Wars style action early-on and ultimately left our world. It is our goal to change this and improve the experience for all players.
We are introducing a series of game enhancements to Star Wars Galaxies this month that include both significant enhancements to the live game as well as a completely redesigned experience for new players. The primary areas of focus include combat and profession and character development. The combat depicted in the Star Wars films, fiction, and canon that we have all come to know and love is fast-paced, action-packed, and visually intense. In order to stay true to the Star Wars fiction as well as to make the combat system more engaging, we have shifted the turn-based paradigm towards a much more engaging fast-action combat system where you control every move! After receiving feedback from members of the community, conducting extensive focus tests, and evaluating the combat systems of other games in the genre, we are confident this new fast-action combat truly delivers what players, fans, and gamers have come to expect from a Star Wars experience.
As mentioned earlier, combat is not the only area where we decided to focus our improvement efforts. We have also improved and brought more clarity to the profession and character development system.
Changing a live game is never easy. We realize that players do not like to have their experience altered. These enhancements will take some getting used to and for that reason we lined-up some incentives for the current players to enjoy as our thanks for your loyalty to our game.
We value our community and want you to stay with us. Our goal is to continuously improve the Star Wars experience, the one we all know and love from the films and fiction; action-packed, story-driven, Star Wars fun. With these features and enhancements we are setting the stage for incredible things to come for Galaxies with more announcements happening in the coming months.
I'd like to thank you all for your continued support of Star Wars Galaxies and for making it one of the premier gaming experiences online today.
May The Force Be With You,
Julio Torres, Producer - LucasArts
There is also a new "Starter Kit" which is the original and JTL in one for $19.99
I just cancelled my accounts, but I may resub to check this out.