The Star Wars Galaxies Emulator thread

What planet for our player city?


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Yay, I am online! Made one character, spent some quality time adjusting features and then started in Bestine. After about 5 minutes I was eaten by an enormus lizard in the middle of town, it was great! Got cloned, went and bought some survey tools. Got scent of some chemicals and headed in that direction. Right now I am getting samples, of what seems to be water upon closer inspection. Despite being clueless of what I am doing, I am having fun.

tltr; Running around giggling like an idiot while having no clue what I'm doing.
 
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Cuyval Dar

I would tend to say wait on forming a guild/player city (Though we already have names picked out) since it will just be wiped when the game goes live.
However, if someone else wants to form an interim guild specifically for the Test Center, then go right ahead. Other than seeding "a WoW patch or Linux distro":slywink:, I don't have time for the TC right now.

---------- Post added at 09:35 AM ---------- Previous post was at 09:32 AM ----------

I just started a thread in the SWGEmu social group for player names and races/professions.
 
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Cuyval Dar

Ok, the dev team dropped a massive update on us. Long story short, it is as playable as a Test Center can get.

-Spawns are actually working, all over the place.

-Crafting has really been kicked into gear, as a ton of new schematics have been added, and the "blue frogs" that would give you whatever item/profession you want have been removed.

-Improved loot table, so you are going to get loot comparably to PreCU.

-PvE and Bounty Hunter Missions are fully functional.

-Chefs are actually a viable choice, as Food has been fixed so it is worth a damn.

-Spice is craftable, so Go Smugglers!

-You must learn other species languages in order to understand them.

-The Planet Map is fully functional, with all basic trainers listed.

-Minor bug fixes-

  • Talus is back open
  • Bazaar preview now works for most items
  • Profession trainers now have correct names
  • Prevention method for the 1/1 HAM bug.
  • Most Dungeons now have Pre-Cu accurate spawns. (thanks to Tolbat, Dame, Vashman, Obeo, Tristin and a host of other dedicated staff for this!)
  • LD Corpse fix
  • Ignore lists now work properly.
  • NPC's no longer all say the same thing all the time.
  • Locations on all planets are now accurately depicted on the planet map.
  • All starting profession trainers can be located accurately with the planet map.
  • Badges work as intended now
  • Small fixes too numerous to list or remember.
Lets get to it!
 
Still really curious about this, though should I want for the "release" instead of hopping in with "no knowledge" to something that may be constantly changing?
 
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Cuyval Dar

The fundamentals of the game are not changing.
They are just fixing what SOE never bothered to. Everything will be the same, otherwise.

They aren't changing the professions from how they currently work.

Every last guide and bit of knowledge related to PreCU (Even those made in 2003-2005) are still valid.

The main difference between now and the release, is that this is a Test Server, and what you do now will have no bearing on what occurs during Suncrusher (Other than learning how to play).

My advice? Play now, get your bearings for it, build a character template, learn the combat system, learn how to craft. Then, when Suncrusher rolls around, you'll be ready.
 
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Cuyval Dar

Sweet! I'll have to log in again one of these days to check it out.
Was hoping they'd put in missions and remove the blue frogs.

Does that mean I can actually build and place harvesters now?
No harvesters...yet.

This could be good, or bad news, but they removed vehicles for the moment, due to a nasty server-crashing bug. Personally, I don't mind, because half the fun is realizing the enormous scope of each world.
 
So - I know the real answer will be - "It will be ready when it is ready" - but do they have an guesstimate when this will be ready to go for keeps?

I played SWG from launch for about 9 months until my grandfather died & I lost interest. I was a master armorsmith & was not wanting for credits. Luckily my GM was willing to keep my account running (mainly for the armor) while I was away, & when I felt the urge to come back some months later, he just handed back over the account.

The good: It was still in the CU free re-spec stage. Since I was a crafter before, I wanted some combat skills. I re-spec'd BH.

The bad: It was post-CU. I also went through all the Jedi quest line to unlock that ability. Jedi skill trees were somewhat disappointing to me.

I gave it up for good when I went on a raid with my guild one night and we chased some band of rebels from planet to planet. We finally had it out in some town in Dantooine. Massive battle - our guild was hooked up in Vent. They were calling out targets, and I could barely keep up. I'd get a player targetted just in time to watch them go down. I knew it just wasn't gonna happen when they all started celebrating on Vent... and the battle raged on for a good 60 seconds on my screen - that's how bad the lag was.

Anyways - this project sounds interesting. No harvesters will make things pretty ugly for artisans. How are they handling resources? I seem to remember about once a week they would switch resources and you had to go out surveying again. That was a real pain w/o a speeder handy.
 
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Cuyval Dar

Not entirely what you mean by "switching" resources, but they will be implementing harvesters soon.


On a side note, I wish that someone would get on and grind out a Doctor.:rodian:
 
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Cuyval Dar

Not entirely what you mean by "switching" resources, but they will be implementing harvesters soon.
The resources changed locations every few days, making it so you can't just plop down a few harvesters on the best locations and be done until you quit the game. They move so you have to find a new good spot, IF they even spawn that time. I thought that was ingenious! Made it a lot more fair anyway.[/QUOTE]
Ah, that is much more clear. I assumed it meant something else.
Yes, as far as I know, they will still be randomizing the locations. But you might want to ask on the SWGEmu forums just to make sure.
 
Not entirely what you mean by "switching" resources, but they will be implementing harvesters soon.
The resources changed locations every few days, making it so you can't just plop down a few harvesters on the best locations and be done until you quit the game. They move so you have to find a new good spot, IF they even spawn that time. I thought that was ingenious! Made it a lot more fair anyway.[/QUOTE]

They not only changed locations, but resource types and stats. The frustrating part was finding a good spot to plop down a harvester, setting it up with a week's worth of energy, then coming back a few days later to find out the resource shift happened hours later and your harvester has been inactive for 3 days.

Also frustrating was the differences in resource quality. You would need a specific type of resource for composite armor. This week there might be some of that type available in small quantities on a remote planet - but it has shitty resource stats. Next week there may not be one of that type at all. You could go weeks without getting that resource or some that had good stats. There were "grinding" resources - used to grind through the skill trees, and quality artisan resources that made the best armor/guns/food/stims etc.

Things were a pain for an armorer, but I couldn't imagine how awful being an architect was. Most of the schematics for the larger buildings needed dozens of factory-made copies of components. You couldn't kind of fake it with panels with the same stats, no they had to come from factory crates.
 
C

Cuyval Dar

Since the 9-13-09 update, there have been upwards of 700 players on simultaneously.
It's a beautiful thing when you find 50 people in Mos Eisley Cantina chatting and dancing/singling.
 
I am now Davis Graves, a scout on Correlia. One day I will be powerful enough to slay a butterfly.
 
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Cuyval Dar

I am now Davis Graves, a scout on Correlia. One day I will be powerful enough to slay a butterfly.
Nice. I'm hanging out on Tat, most of the time.
I am...wait for it...Cuyval Dar, Marksman extraordinaire.:rodian:
I'll be on pretty much every day for the foreseeable future.


On a side note, some idiot drug in a krayt, and there were 30 of us outside the Eisley cantina fighting it till a CSR came.
 
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Cuyval Dar

I have a vision for a (not necessarily Halforums') guild.
It would be an economic powerhouse stretching its tendrils across the galaxy.

I and a few others (I have some names in mind from the SWGEmu forums as well) would establish contacts & friends across the galaxy. Crafters, resource harvesters, PvErs, PvPers, Rebels, Imps; it will not matter. Anyone who can offer a particular service or ability will be remembered.

Once this network of contacts is firmly established, we form exclusive contracts with crafters and resource harvesters (and a few outside trustable people) to make the exchange of goods and services happen quickly and more cheaply than through the bazaar.

Essentially, we would be middlemen: the binding glue of an extensive trading & information network. If one of us hears something interesting while playing music in an Ent group, we pass it along to the guild for possible use.
The long term goal is to make it so whenever someone needs something done quickly and without a hassle, they come through us.

If, for example we form a long term exclusive contract with an armorsmith, a weaponsmith, and a slicer, if someone needs weapons or armor, they go through us to get the best pre-sliced equipment to buy.

The beauty of this system is that it won't matter if they are Rebel, Imperial, or neutral. Since they go though us, a Rebel can buy a DWG5 made by an Imperial contact we made, because we deliver it and pay the Imp. It can break open the possibilities for cross-factional trade.

This is just an idea I'm tossing out for you guys.
I plan on going with it, but I wanted to see how many would be open to it.
 
Replaying pre-cu always interested me. The whole wait situation has been hard to endure. I can't wait to play for reals!
 
T

TotalFusionOne

So. Yeah. It's been awhile since anything was posted here. Are people still playing?
 
C

Cuyval Dar

Other than me, not many from here.
However, there are usually between 800-1000 players on Nova TC at any given time. You won't have any lack of company.
 
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