Creature Handler Archive

Thread: What's Wrong With Galaxies?

KzinKiller
Sat Mar 13, 2004 5:41 am
#1

[If there were a SWG General forum, I'd put this there ... this is an issue/topic for every customer in every profession]



What's wrong with Galaxies (an honest appraisal)


What you, as a customer, think is "right" or "wrong" with Galaxies is largely a matter of perspective. The professions/skills you choose, your personal style of gameplay, your personal goals within Galaxies, will all affect your perception of the state of the game.


So for starters, what's my perspective? I'm a longtime computer gamer who is relatively new to the MMORPG genre. I started Galaxies on the day of its release and have played pretty much daily since then. I dabbled with Merchant, then moved on to my current profile of Master Pistoleer / Master Creature Handler. I live in a Player City that was planned by some online friends while Galaxies was in Beta. I dabble in PvP, do very little RP, and try to provide support to other members of our City who have attempted to hologrind their way to Jedi, although I have not chosen that path.


So, from that perspective, and with the input of some of my friends in Galaxies ... what's wrong?


1. Quality Should Be Job 1 -- It's Not: Since the first day of release and our introduction to the Little Database That Couldn't, SWG customers have bemoaned the poor quality of the game's code. We all know it was pushed out of Beta prematurely, and we all know that the devs have been playing catchup ever since release because of this regrettable decision. The fact that, more than eight months after release, a Pistoleer could have 12 special attacks, but that only two of them work even remotely as intended (as detailed exhaustively on the Pistoleer forums), is simply inexcusable. The same is true for pathing, movement, auto-storing and special attacks bugs with pets. As we near the Space Expansion, there is no reason to think that SOE management will decide that it's better to walk before you run ... they seem quite committed to trying to fly before pets can walk & chew gum at the same time.


Code is inadequately tested on the Test Center servers, resulting in unnecessary bugs that are introduced with Publication and persist for weeks, or even months. For a while there was a lot of talk about fixing these issues by bringing Character Copy to the Test Center for a more rigorous test of code in a production-level environment. That talk seems to have faded, and we're left with exactly the same inadequate testing procedures we started with. The results are obvious, and the lack of progress is a major disappointment to customers.


We are frequently told that inadequate testing and poor quality control is somehow "natural" in the MMORPG genre, or that this is due to the "complexity" of the game. I don't know anyone who finds such excuses very persuasive. The complexity comes from deliberate design decisions. Designing a game that is more complex than your ability to properly test and bug-fix is simply a poor management decision. Don't build what you can't properly maintain.


2. The Galactic Police Action: Most of us with even a passing interest in PvP were eager to see what shape the devs would give to their oft-hyped Galactic Civil War. I think there is a concensus among players that this has been mostly a failure.


First, it is a failure because there is no strategic aspect to the War. It is a series of random tactical firefights, but at the end of the day (or month), there is no real consequence to winning or losing these engagements. For that reason, there is never any sense of progress or accomplishment in the GCW.


Second, the mechanics of PvP strongly discourage anyone interested in combat tactics from participating. The poor design of TEF, particularly GTEF, has turned off so many people who were otherwise strongly motivated to participate in PvP that the overall quality of play is harmed. Players are reduced to drawing up lists of players and guilds they won't PvP with because those players or guilds are GTEF exploiters. For months this situation has festered with little or no comment from the development team. We can't know if they simply dismiss this as a significant problem despite customer input, or if they can't find a way out of this design box.


Finally, the "B" word (balance) hangs over the GCW like a stormcloud. The GCW is fundamentally about PvP, and PvP at the moment is fundamentally about choosing one of a small group of templates that give you enormous tactical advantages. Several supposedly 'elite' combat professions are helpless as babes against certain other 'elite' professions. Perhaps the 'combat balance' we are promised, that has become the standard answer to most reasonable requests for fixing systems that should have been fixed in Beta or certainly months ago, will actually resolve some of these issues. I'm skeptical, frankly, because every big piece of new code pushed to the Live servers so far has only brought a raft of new quality issues and balance problems. Since this 'combat balance' will, like releases before it, be inadequately tested against real-game conditions and is being designed by people who have consistently demonstrated a poor understanding of how the customers are actually playing the game, I'm hesitant to put much faith in the 'balance' as the answer to many problems.


3. It's the Economy, Stupid: One of the 'groundbreaking' aspects of Galaxies was meant to be its player economy, and the crucial role of crafters in the game. I think many crafters genuinely enjoy their place in the game, and I'd call that a moderate success. But an 'economy' requires stability, predictability, information, and reliability. Galaxies does not shine at any of those things.


There are no tools to inform a crafter about prices across their galaxy, so they must usually just guess at a "fair" price, put it on the vendor, and hope it sells ... try lowering the price if it doesn't. They must also hope that a large number of items that they invested time, materials and effort to create will not become relatively valueless because of arbitrary and mostly indefensible decisions to retroactively diminish those items' worth, as recently happened with FWG5 pistols. This decision damaged customer confidence that what they buy today will be valuable tomorrow. It damaged crafter confidence that what they invest resources in crafting today will ultimately be worth more than it cost to craft.


Nothing damages an economy more than a lack of confidence by buyer and seller in the stability of the system. Occasionally the devs drag out the specter of "money sinks" and their necessity for the good of the player economy, but most longtime players seem skeptical that there is any valid argument there, in the face of rampant credit and resource duping that flooded every server with millions or billions of credits. We have no reliable numbers to work with here, as we're kept in the dark about the true nature of the problem for the player economy, but most crafters seem to recognize that, for particularly rare items, price will almost never be an object because somebody out there will have a ridiculous amount of duped or e-bay'd credits to blow on a rarity. Again, customer confidence is damaged by this perception of imbalance.


4. The Dilbert Effect: Ultimately, Galaxies' problems all boil down to one central issue: management. The concensus among veteran players in our Player City is that the Galaxies project is being managed, or mismanaged, right into the ground. You get the impression that Dilbert's "pointy-haired boss" is running the show.


This shows up in numerous areas. A prime example would be what's happened to Droid Engineers in Galaxies. For six months they struggled through innumerable broken systems and an almost complete lack of interesting droids that anyone outside a very narrow market of specialists would have a desire to buy. Finally they were told that the neglect of the profession would be resolved by a nearly exclusive focus on that profession in the January and February Publish schedules. Then they became aware of a "Droid Handler" profession that would be imposed as part of this solution, although almost none of them wanted this approach and it would do almost nothing to address their central issues. Now we're in March and very little has been done, because we're told that resources have been shifted around internally to deal with the GCW and Space Expansion coding. What we've been told will be done in the Publish 8 timeframe isn't getting anyone very excited ... it looks like a Band-Aid, and not a very big one.


The examples could go on for twenty pages, Droid Engineer is just an easy one. In this case, the Galaxies management team let a problem slide completely out of control through lack of attention, promised to fix it, then delivered a weak (and late) set of fixes that left both DE's and the people who wish there was something useful to buy from DE's frustrated and wondering what's next.


I don't mean to suggest that managing a large development project like Galaxies is easy ... it's not. But it also isn't impossible to do well. Not only has it not been done well so far, but there is really, from the customer perspective, no sign of progress. Deadlines are still missed, goals are still murky, poor-quality code is still pushed onto the Live servers, and developers still seem to consistently misunderstand or ignore core customer concerns.


The exisiting management team seems unable to overcome the inertia of the premature termination of Beta. What they consider "major" efforts like the Imperial Crackdown and Droid Invasion are seen by customers as very minor cosmetic changes with little or no impact on the game's central problems.


5. Conclusions -- Is There a New Hope (or any)? I confess to being a pessimist here, because I really don't see an acknowledgment of the scale of the problem at SOE. Whenever an SOE representative posts to our forums, they seem glowingly optimistic about how much progress has been made, but to the customers I know this optimism seems strangely at odds with our actual experience using the product ... we're not that thrilled with the Emperor's new clothes. If you don't admit the size of the problem, you'll never make the changes necessary to really fix things.


Galaxies was and is a project of immense potential. It is beautiful to look at, and to listen to, but all too often frustrating to play because of the disconnect between its potential and its execution of fundamental systems. Without major, almost revolutionary, change in its management team and development processes, I'm afraid it faces an apocalyptic crash in the coming year.


How many times have you heard someone who so very much wanted to like this game, someone you enjoy playing with, say "Only the people I play with are keeping me here" ? How many excellent players did the game lose over the last six months out of simple frustration and disappointment? My fear is that when the first really viable, reliable alternative to Galaxies comes out, the exodus will start as a trickle, but will grow to a swift rush as everyone follows those people who kept them in the game out the exit. At that point, you'll have underpopulated servers and insufficient cash flow to support fixing the game, and all that potential will become a distant memory. Then you can only hope that SOE wraps up the project and closes the servers with a spectacular Deathstar attack on every planet for the last few hardy souls to witness.


As for me ... still here because of the people. But I see about half of our city edging toward the door in hopes of an alternative with better focus and quality, and when they go, I'm right behind them.





*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
Bountyhuntslayer
Sat Mar 13, 2004 7:18 am
#2

thats a long statement about the game.



Athaemik
Lowca's Best Medic
POWER

Freth
Sat Mar 13, 2004 8:11 am
#3

/cheer


This should be posted in any/all forums you can. You hit the nail on the head.





Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


Kharrissa
Sat Mar 13, 2004 9:19 am
#4

While I prefer to be optimistic, I agree with much of your criticism.


I keep hoping that one day, the development team will suddenly wake up and take some pride in their work.


taloncard
Sat Mar 13, 2004 9:37 am
#5

posted to valcyn and referenced!

excellent job!!!




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Pluto9Moon
Sat Mar 13, 2004 10:23 am
#6

I give you 5 stars because you said it without being angry.

As a long time gamer, I liken it to a power hunger Dungeon Master in AD&D. While I agree that the GCW cannot be won by any means. The Devs have either made things too hard or too easy. The SOE mantra of forced grouping will further destroy the continuity of the game. Small groups were all i ever saw for anything other than full scale battles.

There should be definite battle lines drawn. I would really love to see a PvP planet (Hoth would be a good one) where trenches could be made or walls be placed. Every inch of ground is fought for and it means something to gain it.

The realism of the game hits the marks too well. People died in firefights in a matter of seconds. The life expectancy of a door gunner in a helicopter in vietnam was about 2 minutes. The problem again is perspective. This game is built on heroes. Han Solo if played as a Player Character would not have made it off Death Star. There is no chance to be a real hero. The level system blows. When you have less chance of surviving after maxing your character than anyone who just started something is wrong. There is no value to veteran status.

The systematic debilitation of each class to insure that people must group is rather frustrating. Not to mention recently introduced bugs to spawns and lairs.



Sign for Hutt Faction here: Hutt Faction

Not against broad changes, just profession specific ones (read as CH) that go against what we've been told in the past.
(I hired Trayson as a ghost writer for a good tagline)
sadnebula
Sat Mar 13, 2004 10:56 am
#7

Unfortunately, mmorpgs as a whole always start off this way. I've yet to play one that didn't, look at AO, worst launch in history, so buggy you couldn't play for over 10 mins without crashing to desk top, now they're a top rated game. About the 1 year mark most games start having a bit of balance and content. One of the major problems with Star Wars is the lack of an end game, now this is taking for granted that fixes will be made and content added to the to many planets that the game started with. balance is being worked on, it takes time to balance as many professions as there are in this game. But the end game is a major problem, what to do after you've mastered the professions that you want. Holo's were added to the game to open the force slot, Really? or were they added to buy time time until a solution can be brought forth to keep players from being bored after reaching master. Something has to be done for masters, some type of skills, abilitys, etc that make it worth playing. After reaching master this game is simply boring, there is no where to go except down. Give up the points and start over again in a new profession. Give me something to do now that I've reached master, I dont want to play a different char, I like mine the way it is but as it stands now master is a dead end.



Mondo Migill,

In through the Out door
Grable22
Sat Mar 13, 2004 4:14 pm
#8

I honestly couldn't agree more. Another fundametal flaw is the lack of ways in which to rise above the masses. In DAoC there were all sorts of legendary players who you could just sit back and hear stories of. It seems to me that there is really no way to do that in this game. Killing a rancor isn't a big deal and PvP is a tasteless joke.



Mathos Tekura- TKM
CH
Smuggler

Chilastra- home of the unbearable, inexorable macroists.
Daisame
Sun Mar 14, 2004 3:18 am
#9

Very well said. I applaud your post. While I try to remain optimistic, I also believe they developers are playing "catch-up" since beta was ended prematurely. Hopefully things will improve. But if the few people that I play with were to leave the game, I would find myself without much reason to stay. The game has the most potential of all the genre's and stories I have seen. It is saddning to see that potential blowing away in the wind of apearent mismanagement.



Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Witnezz
Sun Mar 14, 2004 10:20 am
#10

/quote
Only the people I play with are keeping me here
/endquote


/sign





=============================================================================================
Playing since B2! ... Almost every NPC quest on every planet! ... EVERY unnamed nobel NPC quest on EVERY planet! ... Through and compleated EVERY "Dungeon/POI/Cave" except the DWB! ... EVERY badge IG except 3 imp corvette's and a handfull of prof badges! ... Final tally 26.5 professions! Final Template ---- NE Hunter in WoW
GRIND YOUR OWN D@MN FS XP?

Aneilym
Sun Mar 14, 2004 5:15 pm
#11

Stop spamming the boards.



To be or not to be a Jedi, that is the question!!!
Nextor
Sun Mar 14, 2004 6:50 pm
#12



I agree with most of your statements. Although many are trying hard in the company, this miss many things that are obvious to full-time players.



Such as - where is the CONTENT. There should be 20-30 different complexs to explore, interact with, and have fun attacking - as determined by your faction - ON EACH PLANET. As a minimum. And I don't mean the silly and pathetic "Cave Systems" they have with 8-10 rooms & a couple hallways. Give me a break..... that can be done & totally explored in less then 1 hour - and that includes all the combat.



More content is required just to keep customers, and customers on the planets to interact with (players) are sadly lacking compared to just a few months ago. I don't care how many people are still paying for their accounts, just how many are actually frequent players. Most of my friends have dropped, or will be dropped in the next month due to lack of anything interesting for them to do. They are not going to wait for the 'Space Expansion', or the Droids (which will be only useful if you have somewhere to GO).




Tracklor of Chilastra.






marxo777
Sun Mar 14, 2004 8:35 pm
#13

The game is young still and very complex. Give 'em time they have a poodoo load of cash sunk into this it will get better. The last couple of patches have been really nice. I'm personally looking forward to the combat balance publish aka pub8. It will be nice to get all my shots working and hopefully we will start seeing more combat profs other than TK.


However I do agree with most of what ya say.




Mars










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====mars====
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