Star Wars Galaxies

Therea re a LOT of things to mine for and about four categories (organic, mineral, chemical, and water) to mine for. You can also prospect for solar energy and wind spots, I think. Knowing and tracking where to find good resources is a hugely rewarding past-time, if that's you're thing. Get your engineering up and you can run resource farms by building happy little harvesters.

If you're interested in commerce, this is a good way to go about it - you can make a small fortune providing resources to crafters and engineers. Especially lazy and stupid ones that don't bother to figure out how to do their own harvesting. :)

Sam
 

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OK, I'm on the Bria server, planet Talus. I'm a Bothan named Gerith Ax"ilar. I'm a novice scout/marksman/medic/artisan. The scout's intended to get me concealment and camping abilities to avoid being attacked in the wilderness. The marksman's basically because a scout needs to kill things to get the harvesting XP to get the concealment abilities, and for whatever reason, it's much easier to accrue XP for weapon usage than it is anything else (I had several thousand pistol/rifle XP before I was able to qualify for even a single box on the scout talent tree). The medic's so I can heal myself. The artisan's because I have to prospect to get the components to make medkits to heal myself (also, it just sounds like fun).

I don't where any of that will take me, but I'm content knowing I can always get the skill points back.

I have noticed that nobody--even experienced players--really knows what many of the skills are actuallly good for. There's just not a lot of specific details anywhere on what the skills really do.

I've also noticed that some of the professions seem fairly ill-conceived. The smuggler is just...bleh! The slicing tree certainly doesn't seem well-implement. Hacking your armor so it protects you better? Overclocking your pistol? This one needs to go back to the drawing board.
 

To all you players, a question- What is the monthy fee 14.99? Im just trying to get a feel for the price creep of MMORPGs.
 

A tip

>>The marksman's basically because a scout needs to kill things to get the harvesting XP to get the concealment abilities, and for whatever reason, it's much easier to accrue XP for weapon usage than it is anything else (I had several thousand pistol/rifle XP before I was able to qualify for even a single box on the scout talent tree).<<

While I'm following a very similar route (artisan/medic/marksman/scout), I will point out that the best source of scouting experience comes from making camps. A single camp can pop out 600+ experience points in a small group and much, much more in a large group. If you want to advance as a scout, marskman skill is much less important than getting into groups.

Which is what medic is for. A skilled medic (get your Chem to II for Stimpack B and your Diagnosis to II and you're set) can rake down experience on the battlefield so fast it's not even funny. On this note - make sure that you understand the type of creatures you are fighting and whether or not they will take the kill shot. Creatures that don't typically kill shot are the best for a medic, because you can let them incapacitate your companions before you heal them. Sounds cruel, but it's much more effective to heal an incapped ally than one who's running around playing run-and-shoot.

I'd also like to point out that harvesting your own pharmaceutical supplies is hideously inefficient - you will advance much more rapidly by using your income from missions you take with a large group than you will messing around trying to get your own resources. (Even with that said, I enjoy harvesting for a lot of reasons and there are ways to make it pay off BIG).

As far as the skills go - yeah, there's some wierdness (I can get to Bioengineer through the hunting skill tree?) but there's also some flux there. Slicers, I know, are going to get an overhaul once data resources are in place. Smugglers, too, will become much, much more valuable once factional alliances are stronger (smugglers can trade with anyone, regardless of alliance, I believe).

For so early in the game, though, there's a great deal of depth and a lot of fun.

I'm Shoth the Bothan on the Lowca server, by the way, so feel free to pester me if you're playing.

Sam
 

I'm also quadruple-classing so to speak -- it makes a solo experience more possible, for one thing. I'm trying to learn the game so that when a couple of my friends decide to buy the game I'll be ready for them (they have much more experience with mmorpgs in general, this is my first time).

I'm on Scylla server, on Naboo, playing a Mon Calamari artisan who has a smidge of marksman, medic, and brawler. I find myself switching to melee weapons a lot during fights after I blast the beasties with my rifle.

I got to train someone in rifle skills, which was fun, and I learned a bunch of languages in return. I like crafting stuff but am finding that I run out of fun/useful things to craft except for stimpacks. I am looking forward to grouping.
 

Re: A tip

Sam Witt said:
While I'm following a very similar route (artisan/medic/marksman/scout), I will point out that the best source of scouting experience comes from making camps. A single camp can pop out 600+ experience points in a small group and much, much more in a large group. If you want to advance as a scout, marskman skill is much less important than getting into groups.

Well, camping gives you Wilderness Survival experience, which doesn't advance the Exploration line of skills, which is what I was interested in. But you've hit the nail on the head; I don't play in groups. To my experience, groups of players are invariably in way to big a hurry (or, from their perspective, I drag my ass a lot). There is also an inclination to assume that everyone in a group knows what they're supposed to be doing, so there's low tolerance for newb mistakes. It all depends on the group you're with, of course, but finding someone who has the patience to show me the ropes is not an easy thing.

Fortunately, soloing seems to be fairly viable. Monster populations around the town Dearic is almost ridiculously low, which IMO is a bit odd since it's no great matter to have more non-aggressive yellows spawning (although I suppose if that were the case, players wouldn't need to go far enough out to even need a scout's camping skills).

Which is what medic is for. A skilled medic (get your Chem to II for Stimpack B and your Diagnosis to II and you're set) can rake down experience on the battlefield so fast it's not even funny.

I'm trying to work towards Org Chem III so I can heal secondary damage.

On this note - make sure that you understand the type of creatures you are fighting and whether or not they will take the kill shot. Creatures that don't typically kill shot are the best for a medic, because you can let them incapacitate your companions before you heal them. Sounds cruel, but it's much more effective to heal an incapped ally than one who's running around playing run-and-shoot.

Good advice, thanks!

I'd also like to point out that harvesting your own pharmaceutical supplies is hideously inefficient - you will advance much more rapidly by using your income from missions you take with a large group than you will messing around trying to get your own resources. (Even with that said, I enjoy harvesting for a lot of reasons and there are ways to make it pay off BIG).

Well, in Dearic there is not a high population of players. There usually are very few local resources available at the bazaar. That is actually a role looking to fill: I want to be the ultimate forager (it occurs to me that should actually be a true hybrid profession, so that other players can use the Search function to get in touch with them). I have a TV next to my PC, so I don't get bored just sitting around. Heck, I'm surveying right now as I type this post and wathc "The Wire". I am the quintessential casual gamer. Hopefully, other players won't be too self-sufficient.

When there are monsters around, I just harvest a few of them, then when my health bar gets low, I'll survey and pick up some inorganic comps. Since there aren't many comps available at the bazaar, I've been able to sell mine easily enough through instant sales. I'll have to see how auctions work out.

As far as the skills go - yeah, there's some wierdness (I can get to Bioengineer through the hunting skill tree?) but there's also some flux there. Slicers, I know, are going to get an overhaul once data resources are in place. Smugglers, too, will become much, much more valuable once factional alliances are stronger (smugglers can trade with anyone, regardless of alliance, I believe).

Data resources? Can you tell me more, or do you know where I can find out more about this?

For so early in the game, though, there's a great deal of depth and a lot of fun. I'm Shoth the Bothan on the Lowca server, by the way, so feel free to pester me if you're playing.

Yes, it's a great game. I've only been playing it a couple of days, so I can't be too complimentary (I remember how Earth & Beyond suckered me in). Met lots of great people. Might move on to a more populated town once I'm durable enough to go out into the wilds alone.
 
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EricNoah said:
I'm on Scylla server, on Naboo, playing a Mon Calamari artisan who has a smidge of marksman, medic, and brawler. I find myself switching to melee weapons a lot during fights after I blast the beasties with my rifle.

I started with rifle (mainly because Bothans have an innate Cover bonus), but found myself taking too much damage when close combat started. I saw some pistoleers taking the same monsters without getting scratched. I switched to pistol, and sure enough it is a much more solo-friendly weapon.

I got to train someone in rifle skills, which was fun, and I learned a bunch of languages in return. I like crafting stuff but am finding that I run out of fun/useful things to craft except for stimpacks. I am looking forward to grouping.

Have you looked into setting up your own shops/factories? I'm curious to see how all that works out.
 


I'm having fun with it. I am a wookiee artisan on the Eclipse server. I am nearly a master artisan, but I wish I had picked a different server. Eclipse seems to be overloaded at the moment.

I was originally going to be a droid engineer but its a lot of dedicated work. Some friends and I are now thinking of building a cantina and starting our own casino. Can't wait to see how it works out!

If you play on Eclipse, drop me a line. My character's name is Marghlacca.
 

Well, it's been less than a month and this past week I've already started to find reasons not to log in. Right now, there just isn't a lot for a casual gamer to do.

Most creatures BAF (bring-a-friend), making solo-hunting difficult at best.

Missions are strictly of the kill-those or deliver-that variety, which is not only tedious but often way too dangerous for lone players.

SWG has the same miserable emphasis on doing hell runs as every other MMORPG to date. Run out into the middle of nowhere for a mission, run out to the middle of nowhere to use a deed, run out to the middle of nowhere to do maintenance on your harvester....One would think that in a sci-fi setting characters would actually get to spend some time in a less rural setting. With currently no modes of fast transport (e.g. portals, teleportation, vehicles), again there is a viability problem for someone who doesn't have the time for long, dangerous jaunts into the wild.

If you're a casual player, expect most monsters on those hell runs to con red to you. If they're human enemies with ranged weapons, expect them to aggro from far, far away. Worst of all, mobs ofen don't even load until you're right on top of them. If only that /maskscent command actually worked more than 10% of the time, stealth would be an option...

Cities are boring shells. Even a supposed metropolis like Coronet City is nothing more than a way station for characters to dash in for some healing and banking before they go on their next hell run. Oddly enough, the designers have made navigating cities more difficult than necessary through the elimination of alleyways and other shortcuts, filling in the space between buildings with concrete and laying down impassable fences through open spaces. Buildings are mostly identical from city to city, and often from world to world. NPC citizens don't do much to enhance the atmosphere. In fact, their propensity for getting clustered into the bipedal equivalent of logjams--standing in rows with ther faces pressed firmly up against walls--actually diminishes any sense of the city being alive. It could be downright creepy at times if players actually every stopped to notice it.

Come to think of it, the wilderness is pretty dull too; although it's frequently brimming with mobs, the outdoors generally lacks any other interesting features. In Asheron's Call, there were actual landmarks and points of interest. In SWG, I see the same ubiquitous rolling landscapes. I sure hope mounts and vehicles come into play soon, because there's no reason to take a casual hike through the woods for sightseeing purposes. All the tall grass and scrub and flowers and trees and what have you are pretty, but so bland and generic that it becomes cloying.

I haven't seen any of the "theme parks" (i.e. dungeons) that I heard were going to be present in the game. I imagine they're group-oriented as well. I have seen the occasional "slave camp" during my hell runs, which is actually just a block of machinery not at all unlike a large air-conditioning unit guarded by red-and-yellow-conning bad guys.

On top of all that, my character has hit a plateau in his development already. Once I hit my first advanced profession--pistoleer--my advancement became a snail's pace. That's because combat skills only provide a nominal increase in fighting ability, but at the same time the bar to acquire the next level in development is raised substantially (175,000 pistol XP to gain my next pistoleer skillset, which won't even make me all that much nastier). Even with the best weapon and armor I can afford, I still die quite easily, and in fact for the most part I still fight the same things I fought as a newb.

And have no doubt: other than crafting. killing is the only real activity to take part in right now. Other than bounty-hunting, I don't see any profession-specific missions that require actual skills to complete.

Oh, and another strike against casual players: pets are nastier than you. I've seen those droids at work, and they sure do go a long way to draw a line between the haves and have-nots in SWG.

Having not logged in for a week, I know I've really screwed myself. My harvesters will be in flames and my house will be a shambles. I've been too bored to earn the necessary cash to keep them going anyway.

I guess I just need to travel a bit more. Maybe things are different on other worlds, but right now I feel like this game is geared towards the power-gaming group of hunters.

Everyone else is so sure things are going to get better, but I've played enough MMORPG's to know that most of the designers' promises about how the game's going to improve take a looong time to implement, if they ever happen at all. Once the game goes gold, those lofty promises all too often fall to the wayside while bugs are fixed, exploits removed, classes & items are balanced/nerfed/buffed/tweaked, and server stability is improved. And how long do the developers really have before they have to get cracking on the expansions?

I know SWG will evolve into a great game, I just don't know if it'll be a great game for me. Developers have to learn that you can't make the game ideal for both casual gamers and power gamers. At some point they have to choose, and I think they're not choosing my kind. I need something to do to kill an hour, maybe two, then I want to log off.
 
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