Tuesday, September 14, 2004

SWG: Species-Specific Abilities


WarFerret wrote:
is it any wonder that 2 species make up two thirds of the population?
What you said.

It's a shame that species distinctiveness doesn't play more a part in SWG than it does. Right now I can count three areas where a character's species matters:

  • Maximum HAM point assignments

  • Special commands (esp. /wookieeRoar)

  • Visual appearance (this feature really is very well developed)
It's good to have these features -- in particular, the visual distinctiveness of the various species is very well rendered, and is a credit to the developers. But so many opportunities remain undeveloped! Here's a collection of possibilities just off the top of my head:

  • Innate capabilities:

    • additional species-specific commands

      • /monCalAwareness ("It's a TRAP!")

      • /zabrakDetermination

      • /twilekPersuasion

      • /ithorianDepression (kidding!)

    • physical/mental characteristics:

      • thick skin or scales treated as armor

      • resistance to or awareness of Force Persuasion

    • environment-based effects:

      • movement rate across sand, water, etc.

      • temperature (heat, cold effects)

      • light (too much reduces vision, sees better at night, etc.)

  • Innate skill modifiers -- meaningful bonuses/penalties to skills:

    • combat

    • crafting

    • entertaining

    • healing

    • taming

    • sensing

    • hiding

    • piloting

  • Species-specific movement animation:

    • walk cycles

    • combat animations

    • emotes
I could go on, but you get the idea.

As with most topics in this forum, this particular thread should be important to SWG's developers because it offers ideas that, if implemented, improve both roleplaying and gameplaying. An improved sense of the distinctiveness of one's species would make experiencing life as that species more immersive. And the valuable bonuses and complicating penalties that every species (with the possible exception of Human) should have would significantly improve gameplay by letting players make interesting choices.

Monday, September 13, 2004

Roads in MMORPGs


Roads should not be considered some mere "nice to have" feature appealing only to a few players who keep asking for "immersion." Roads are important to creating memorable game experiences because they serve double duty as both a storytelling and a gameplaying device.

The concept of The Road (as the alternative to the concept of Home) is one of the most enduing concepts in all of human literature because it is symbolic of all journeys. Homer sent Odysseus out on the road 2500 years ago in The Odyssey because that was how to make interesting things happen to Odysseus as he tried to return home after the fall of Troy. When Chaucer looked for a setting that would cause a group of very different people to interact, he set them on a road in The Canterbury Tales.

Roads are still crucial to modern literature as well. Jack Kerouac's On the Road is a literal example, but The Road has served more symbolic purposes. When Tolkien wanted to tell a tale about how ordinary persons can find themselves capable of extraordinary deeds, he set Bilbo Baggins on the road out of the Shire in The Hobbit... and then sent Frodo down even greater roads in The Lord of the Rings. Tolkien even has Bilbo singing a song called "The Road Goes Ever On." And as Frodo remarks wistfully, "Sam, remember what old Bilbo said, 'You have to watch yourself, Frodo. Once you've stepped out onto the Road, there’s no telling where your feet will lead you!'"

As forms of literature, MMORPGs similarly benefit from having roads or paths that are safer than the areas "off the beaten track." This is important in a story-telling sense, because journeying farther from home by taking roads to far-away places is the outer journey that mirrors the character's inner journey of personal change. But it's also useful in a gameplay sense, because players know they can find adventure by stepping off the safe road and traveling into the deep, dark forest.

Whether implemented for roleplaying or for pure gaming, roads are invitations to adventure!

Tuesday, September 7, 2004

SWG: The Path to Becoming Force Sensitive +


Malicoris wrote:
On a side note, I'm curious as to why non-combat proffesion oriented players would even want to be Jedi to begin with. You think they carry lightsabers to chop down trees to build houses with? I mean, you got bounty hunters, the whole galactic civil war thing goin' on, and so on an so forth. What're you gonna do when a BH picks your name off a terminal, throw crafting tools at him?


Just on a pure gameplay level, Force Sensitivity could offer bonuses to crafting. In SWG, where only Master-level stuff sells, the advantages really matter.

But more importantly, who says being a Jedi is ONLY about fighting? Being a "keeper of peace" in the Old Republic wasn't just about chopping off limbs, which any buffoon with a reasonably sharp piece of metal can do -- it was primarily about having the wit to understand difficult situations and determine the course of action most likely to resolve the situation peacefully.

Sometimes peaceful resolution isn't possible, at which point "aggressive negotiating" may be appropriate. In fact, I would argue that negotiations with a lightsaber should probably be the most common type of diplomacy practiced by Jedi in SWG, and for three reasons:

  • this isn't the Old Republic; it is a time of unrest in the galaxy

  • SWG is a game, not a conflict resolution simulation

  • Star Wars and SWG are primarily about experiencing thrilling adventure
So sure, Jedi in SWG ought to be able to fight. But the fighting ought to be for a reason; even Dark Jedi don't just whip out the lightsaber and start randomly killing things without some larger purpose in mind. If being a Jedi is about solving problems (rather than just random murder), then there ought to be other gameplay styles available to Jedi that are other ways to solve problems.

The developers of KOTOR understood this concept (though they didn't take it as far as I'd have liked). If you wanted to play KOTOR in full-frontal hack-n-slash mode, you could do so by building your Strength/Dexterity to be a Jedi Guardian. But KOTOR also let you focus on gaining enhanced Force powers through improving your Intelligence/Wisdom as a Jedi Consular. You could even choose a balance between the two playstyles as a Jedi Sentinel. So why shouldn't SWG take a similar approach to welcome both combat-oriented and puzzle/social-oriented players?

If you're not forced to be a great diplomat to be a Jedi in SWG, why should others be forced to be great fighters to be Jedi?

Monday, September 6, 2004

SWG: Orbital Bombardment and Defense of Player Cities +


Marjaliisa wrote:
What if a player city does not wish to take part in the GCW?
The more I think about it, the more it appears that orbital bombardment can only be factional combat. It's basically long-range, indirect fire PvP.

So it looks like the concept of a city's "opting in" is required for the idea of orbital bombardment and city defenses to work, since otherwise you'd be subjecting people's stuff (their structures) to PvP without their necessarily having declared a faction. The question is how you allow cities to opt in.

One way would be simple: key it off of having a city shield generator. If you plant one, then that's your city's declaration that it's factional. And if you have two styles of city shield generator -- one Rebel, one Imperial -- then that determines your city's faction.

Another (and probably better) way to let a city declare that it is a factional city would be to allow Mayors to put it to a vote -- if the referendum passes, then your city (whether you voted that way or not) goes to whichever faction was stated in the proposed "law." This way you could change your city's faction without having to rebuild/redeed a city shield generator of the "correct" type.

Marjaliisa wrote:
What if I am in a player city (just passing through, for example) that gets bombed by neutron bombs, although I don't want to participate in PvP?
One of the fundamental rules of SWG has been that you should never be forced to participate in PvP. In practice this has been interpreted to mean that no player can directly cause wounds to another player through combat actions unless both players have explicitly and deliberately signed on with either the Imperial or Rebel factions (either covertly or overtly). It doesn't matter how weird it looks; if you're neutral, no other player can touch you.

Therefore it's reasonable to expect that this rule would apply to orbital bombardment as well. If orbital bombardment is a factional attack -- and I can't see how it could not be -- then if you're neutral and strolling through a city that's in the process of being bombed back to the Stone Age, you can lie down in the street and enjoy the light show, because not a blessed thing will happen to you.

On the other hand, if you do happen to be factional, then no matter what faction you are you should take some damage from orbital bombardment striking a city where you happen to be walking. That would be part of the risk of choosing to be a soldier in the GCW.

Where it gets tricky is when we're talking about a neutral player with structures (a house, harvesters, factories) in a factional player city. Should that player's belongings be subject to damage from orbital bombardment?

I would say yes. This would depend on it having been made clear to each citizen that he or she was living/building in a city that had declared one way or the other in the GCW. This could be done through email, and possibly through posted signs and/or system messages -- "Attention! You are now entering an Imperial municipality!" Players who did not wish to be subject to orbital bombardment would have to move out of town, but maybe that's part of what a city thinks about when it decides whether or not it wants to declare a faction.

Here's another related issue: Suppose you're away from SWG for a week. You've paid up your maintenance for a couple of weeks, but suppose that as soon as you were gone your city got hit several times from space and your house lost all its maintenance. In a few days it would drop to 0% condition -- so what happens to your stuff?

Situations like this make me think there'd have to be some kinds of caps on how much damage orbital bombardment could do. It should be enough to cause some pain, but not enough to do irrevocable damage (like losing all your stuff).

Is there a better way to go than to score bombardment damage as maintenance or condition points?

Marjaliisa wrote:
some players might feel that this is just a scheme to get (or force) them to buy JtL.
Possibly. Others might see it as a way to allow player cities participate in JtL in an interesting and useful way. So I suspect this one is a wash, but it's still helpful to remind us that sometimes perceptions matter.

Marjaliisa wrote:
Other than that, seems like a cool idea. Maybe it could apply to bases, but not cities? Or cities that have bases associated with them?
I like it. The idea of letting a city declare itself as factional by associating that city with a factional base seems like another reasonable way to signal a city's willingness to participate in the GCW.

SWG: Orbital Bombardment and Defense of Player Cities


Proposal:

Allow players with starfighters to launch to space from hangars in player cities that are being struck by orbital bombardment.

Features:
  • Starship Engineers can craft different kinds of bombs

  • "bomber"-type ships can drop bombs on player cities

  • different types of bombs do different types of damage:

    • ion bombs -- reduce condition of city's shield generator

    • concussion bombs -- reduce condition of structures in area of effect (once city shield is down)

    • "neutron" bombs -- reduce player/creature pet HAM in area of effect (once city shield is down)

  • Armorsmiths can craft city shield generators

  • Weaponsmiths can craft city defense guns

  • player cities can place city shield generators

  • player cities can place city defense guns

  • player cities can place a "hangar" structure

  • player starfighters can launch to space from hangars as a group

  • only designated members of the squadron (not just any passing ship owner) can use the city hangar

  • squadron will spawn in space near the bombarding ship(s)
Benefits:
  • JtL starfighter pilots get to attack something besides other ships

  • player city-based starfighter pilots get to defend their city

  • cities have ways to defend themselves (city shield, city guns, city starfighter squadron)

  • provides appropriate role for bombers

  • new objects for Starship Engineers, Armorsmiths, and Weaponsmiths to craft

  • has clear value to the GCW

  • showcases iconic Star Wars content (visuals/sounds/methods of Imperial attack on Hoth base)
Challenges:
  • need to synchronize fire between servers:

    • when a ship fires, it should affect the city a few seconds later

    • when a city gun fires, it should affect ships in orbit a few seconds later

  • create new art assets (bombs, city shield, city guns, hangar) and code to make them functional

  • allow some bombardment damage but not instantanous obliteration of the target city (balance)

  • allow player cities to survive a bombardment even if no member of the city owns the JtL expansion
Questions:
  • What if a city doesn't have a hangar/guns/shield? Should there be a cap on orbital bombardment damage?

  • How can cities defend themselves (or even survive) if no one in the city has bought the JtL expansion?

  • Should Armor/Weaponsmiths be able to make city shields/guns if they don't own the JtL expansion?

  • Should squadron ships be able to launch when the city isn't being attacked?
Assuming the challenges (including the ones I didn't think of) can be overcome, would this be a sufficiently valuable addition to gameplay to jusify the costs of development?

Friday, September 3, 2004

A Categorization of Changes to Star Wars Galaxies, v1 +


Just to offer an idea of whether my categorizations made any sense, here are the specific assignments I made for Ranger. (Note: These aren’t all changes in each release -- just the ones for Rangers.)

Publish 1.0
Add Mod Fix
1 Missions: New Artisan, Entertainer and Explorer mission terminals

Publish 2.0
Add Mod Fix
1 Fixed an involuntary PvP exploit with /rescue
1 The cost to craft camps has been increased
1 Each scout in a group with loot permissions may harvest from a corpse
1 Harvested group kills yield 60% their normal resources and XP
1 Fishing now grants Wilderness Survival XP for catching fish
1 Camp XP accumulation rates have been increased
1 Scouts now get survival XP for crafting camps and traps
1 Base equation for maskscent changed to check on maskscent skill mod
1 Delay to mask scent again now reduces as maskscent skill mod increases
1 Much more likely to successfully maskscent if prone, slightly less likely if running
1 XP rewards for maskscent have been lowered, given that success rates have increased
1 Increased cost of some Ranger skills because they were too low
1 New Ranger command: /conceal -- apply high quality camouflage to himself and others
1 Ranger's ability to see the special attacks of creatures via examine has been fixed
1 Ranger's Field Bioscience skill tree has been renamed Tracking
1 New Ranger Ability: /areatrack -- local clues help determine identity of nearby creatures

Publish 2.6
Add Mod Fix
1 Restored creature resource harvesting to previous levels
1 Ranger areatrack: no longer lists you when you look for players
1 Ranger areatrack: has a much shorter delay in returning results
1 Ranger areatrack: displays non unique NPC names correctly
1 Ranger areatrack: displays the 50 closest results in crowded areas
1 Ranger areatrack: no longer displays items with an invalid distance of -1m
1 Ranger areatrack: ignores pets and vendors

Publish 3.0
Add Mod Fix
1 The flora component of camo kits has been removed
1 Camo kits now yield more uses and have a wider experimentation range
1 Camo kits now work properly when crafted in a factory
1 The duration for conceal has been fixed, it was half what it should have been
1 Notification when a creature begins to stalk them
1 Non-aggro creatures will not attack you when mask scent or conceal breaks
1 Aggro creatures only attack when maskscent or conceal breaks within 40 meters
1 Fixed creatures breaking maskscent/conceal when scout/ranger leaves interest radius

Publish 4.0
Add Mod Fix
1 Crafting camo kits no longer requires flora components

Publish 5.0
Add Mod Fix
1 Mask scent and conceal no longer break in combat

Publish 6.0
Add Mod Fix
1 Fixed Level display when Ranger/Scout examines a crafted pet
1 Players can now milk certain herbivores
1 You must be scent masked or concealed to milk

Publish 7.0
Add Mod Fix
1 Fix to show a creature to show as tamable if it is ever possible for a baby to be spawned
1 Fixed Level display when Ranger/Scout examines a crafted pet

Publish 8.0
Add Mod Fix
1 Fixed a problem where traps could not be thrown indoors

TOTALS
Add Mod Fix
5 23 12 = 40 total changes
You're free to question any of these categorizations, of course. I'm under no illusion that everyone would agree with the way I did things -- my only assertion is that I think I came close enough to good objectivity and accurate assessment to make these numbers generally useful.

As I said, anyone who think I'm cooking the numbers or just boneheaded in my categorizations is totally free to put together their own analysis!

As to your specific objections: I can't disagree with any of them. High-quality camps are indeed one of the key abilities of Rangers, and are now considerably less useful after the new features given to other professions.

It's a shame that Scouts and Rangers don't have abilities allowing them to play a more useful role in SWG -- especially roles with a real Star Wars flavor.

Wednesday, September 1, 2004

A Categorization of Changes to Star Wars Galaxies, v1 +


Aakhperkare wrote:
The love factor for CH's is COMPLETEly out of whack. It wasn't love, it was a nerf...your statistics are borked...
C'mon, why not tell us what you really think...?

Well, fine; if you don't like that calculation, how about one where every Mod (which is the most common location for nerfs) is weighted by -1 when calculating Love?

CHANGES BY PROFESSION






























































































































































































































































































































PROFESSION

CHANGES

PERCENT

ADD

MOD

FIX

LOVE

Jedi

82

10.0%

30

29

23

144

Droid Engineer

45

5.5%

12

12

11

59

Merchant

31

3.8%

9

10

12

47

Artisan

29

3.5%

7

9

13

39

Image Designer

19

2.3%

8

7

4

37

Creature Handler

99

12.1%

6

47

46

29

Chef

14

1.7%

6

6

2

26

Entertainer

12

1.5%

2

5

5

25

Politician

13

1.6%

5

5

3

23

Architect

14

1.7%

4

7

3

16

Ranger

40

4.9%

5

23

12

14

Bounty Hunter

39

4.8%

3

20

16

11

Dancer

8

1.0%

2

3

3

10

Doctor

8

1.0%

2

4

2

8

Bio-Engineer

43

5.2%

2

22

19

7

Marksman

6

0.7%

1

1

3

7

Carbineer

10

1.2%

0

3

7

4

Brawler

31

3.8%

2

18

11

3

Tailor

9

1.1%

1

5

3

3

Smuggler

16

1.9%

1

9

6

2

Armorsmith

38

4.6%

3

19

16

1

Squad Leader

2

0.2%

0

1

1

0

Weaponsmith

33

4.0%

1

19

13

-1

Combat Medic

19

2.3%

1

12

6

-1

Pistoleer

13

1.6%

1

9

3

-1

Medic

20

2.4%

1

13

6

-2

Musician

12

1.5%

0

7

5

-2

Commando

31

3.8%

2

21

8

-3

Fencer

5

0.6%

0

4

1

-3

Swordsman

4

0.5%

0

4

0

-4

Rifleman

14

1.7%

1

12

1

-6

Scout

39

4.8%

3

29

7

-7

Teras Kasi Artist

15

1.8%

0

11

4

-7

Pikeman

8

1.0%

0

8

0

-8



Or if you're just determined to find some way to prove that the developers hate your favorite profession, how about a calculation where Mods and Fixes are considered pure essence of evil and penalized at -1 each?

CHANGES BY PROFESSION






























































































































































































































































































































PROFESSION

CHANGES

PERCENT

ADD

MOD

FIX

LOVE

Jedi

82

10.0%

30

29

23

98

Droid Engineer

45

5.5%

12

12

11

37

Image Designer

19

2.3%

8

7

4

29

Merchant

31

3.8%

9

10

12

23

Chef

14

1.7%

6

6

2

22

Politician

13

1.6%

5

5

3

17

Artisan

29

3.5%

7

9

13

13

Architect

14

1.7%

4

7

3

10

Dancer

8

1.0%

2

3

3

4

Doctor

8

1.0%

2

4

2

4

Marksman

6

0.7%

1

1

3

1

Entertainer

12

1.5%

2

5

5

0

Tailor

9

1.1%

1

5

3

-3

Squad Leader

2

0.2%

0

1

1

-2

Pistoleer

13

1.6%

1

9

3

-7

Fencer

5

0.6%

0

4

1

-5

Swordsman

4

0.5%

0

4

0

-4

Rifleman

14

1.7%

1

12

1

-8

Pikeman

8

1.0%

0

8

0

-8

Carbineer

10

1.2%

0

3

7

-10

Ranger

40

4.9%

5

23

12

-10

Smuggler

16

1.9%

1

9

6

-10

Musician

12

1.5%

0

7

5

-12

Combat Medic

19

2.3%

1

12

6

-13

Medic

20

2.4%

1

13

6

-14

Teras Kasi Artist

15

1.8%

0

11

4

-15

Brawler

31

3.8%

2

18

11

-19

Commando

31

3.8%

2

21

8

-19

Armorsmith

38

4.6%

3

19

16

-20

Bounty Hunter

39

4.8%

3

20

16

-21

Scout

39

4.8%

3

29

7

-21

Weaponsmith

33

4.0%

1

19

13

-27

Bio-Engineer

43

5.2%

2

22

19

-31

Creature Handler

99

12.1%

6

47

46

-63



There, now Creature Handlers show up as appropriately punished. Better?

Of course, Jedi are still the golden children of SWG. Even more interesting, Squad Leaders don't look too bad in this light, do they?

The moral is that you can make numbers do anything you want. That's why no one should put much stock in the "Love" rating. (I certainly don't.)

Again: I encourage everyone to focus on the raw numbers -- but don't read too much into them. The point of this survey isn't to prove that anyone's favorite profession or game feature has been treated shabbily; it's to get a better idea of overall trends.

A Categorization of Changes to Star Wars Galaxies, v1


[2008/04/28 Note: This was my initial analysis of the changes made to Star Wars Galaxies. It covered Publishes 0.1 (the first patch) through 10.0, and was superseded by "A Categorization of Changes to Star Wars Galaxies, v2" which covered all publishes from 0.1 to 23.04, which was the last patch before the New Game Enhancements.]

I've repeatedly claimed over the past year that SOE plays favorites by spending most of its development time tweaking combat skills instead of improving crafting and other skills I think are (at least) equally worthwhile. But recently I got to wondering if that was really true. How do I know whether the facts support this charge?

Well, I didn't know. So I decided to find out.

I've spent the past several weeks reading every single Update Note that SOE has made available to us, categorized every single change by type, player ability affected, game feature affected, and profession affected, and calculated the numbers and percentages of each change.

This statistical breakdown is the result. Instead of guesswork and speculation, these numbers provide reasonably good factual information for us to base our opinions on.

Why did I go to all this trouble?

Because although there are some developer decisions with which I disagree, I still think SWG is a good game, and I want it to succeed. So when I say something critical about the kinds of changes that have been made to SWG thus far, I want that criticism to be based on facts, not speculation. Not only is that simple fairness, it's what gives weight and validity to a point of view.

Just to be clear about this, I want to stress: I did not go into this process with any intention of reaching a predetermined conclusion, nor is any of this information provided as an attempt to annoy or embarrass SOE or LucasArts or anyone else.

Just the opposite, in fact; my intention is to be as honest and thorough as possible in categorizing each change in order to avoid being unfair to SOE/LucasArts. And my hope is that each of us will be able to use these numbers to inform our discussions of the changes SOE makes. Our observations and suggestions will carry more weight if they're based on factual data instead of on feelings and guesses.

So if any of these numbers confirm or refute certain beliefs you hold about SOE's intentions toward this game, so be it. If nothing else, they're a starting point for moving us toward a more accurate understanding of SWG's evolution and current status. (If you have doubts about the honesty of my statistical breakdown, well, you're always free to create your own.)

SWG CHANGE STATISTICS AS OF 2004/08/31 (Publish 10.0)

ALL CHANGES BY TYPE


TYPE

CHANGES

PERCENT

Add

269

14%

Mod

874

45%

Fix

792

41%



CHANGES BY PLAYER CHARACTER ABILITIES


PLAYER ABILITY TYPE

CHANGES

PERCENT

ADD

MOD

FIX

Combat

599

45%

88

287

221

Crafting/Manf/Repair/Sales

376

28%

53

163

154

Medical (Healing)

50

4%

6

27

15

Sampling/Surveying/Mining

49

4%

4

26

19

Entertaining

24

2%

4

13

7

Force

23

2%

5

10

8

Other Abilities

211

16%

32

115

64



CHANGES BY PROFESSION


PROFESSION

CHANGES

PERCENT

ADD

MOD

FIX

LOVE

Jedi

82

10.0%

30

29

23

231

Creature Handler

99

12.1%

6

47

46

170

Droid Engineer

45

5.5%

12

12

11

95

Ranger

40

4.9%

5

23

12

83

Scout

39

4.8%

3

29

7

80

Merchant

31

3.8%

9

10

12

77

Bio-Engineer

43

5.2%

2

22

19

73

Bounty Hunter

39

4.8%

3

20

16

71

Armorsmith

38

4.6%

3

19

16

69

Artisan

29

3.5%

7

9

13

66

Commando

31

3.8%

2

21

8

60

Image Designer

19

2.3%

8

7

4

58

Brawler

31

3.8%

2

18

11

57

Weaponsmith

33

4.0%

1

19

13

56

Chef

14

1.7%

6

6

2

44

Politician

13

1.6%

5

5

3

38

Medic

20

2.4%

1

13

6

37

Architect

14

1.7%

4

7

3

37

Combat Medic

19

2.3%

1

12

6

35

Rifleman

14

1.7%

1

12

1

30

Smuggler

16

1.9%

1

9

6

29

Teras Kasi Artist

15

1.8%

0

11

4

26

Pistoleer

13

1.6%

1

9

3

26

Entertainer

12

1.5%

2

5

5

25

Doctor

8

1.0%

2

4

2

20

Musician

12

1.5%

0

7

5

19

Dancer

8

1.0%

2

3

3

19

Tailor

9

1.1%

1

5

3

18

Pikeman

8

1.0%

0

8

0

16

Carbineer

10

1.2%

0

3

7

13

Marksman

6

0.7%

1

1

3

10

Fencer

5

0.6%

0

4

1

9

Swordsman

4

0.5%

0

4

0

8

Squad Leader

2

0.2%

0

1

1

3



GAME FEATURES CHANGED


FEATURE

CHANGES

ADD

MOD

FIX

Missions/Quests

127

24

44

59

Grouping

47

5

20

22

Insurance

5

0

5

0

Cloning/Incap/Player Death

34

1

13

19

Griefing/Exploit

38

1

0

36

Character Maintenance

28

9

14

5

Badges

10

4

3

3

Player Associations

10

0

5

5

PvP

45

14

17

14

GCW

85

23

30

32

Faction

63

11

30

22

Loot

39

8

19

12

XP

64

2

38

24

Money

45

4

21

20

HAM/Stats/Buffing

80

8

47

25

Species

25

5

7

13

Skills/Commands

106

12

54

39

Skill Training

8

2

2

4

Macros

2

0

0

2

Inventory/Containers

79

6

24

49

Spice/Food/Drink

26

7

11

8

Clothing

28

1

11

16

Armor

64

8

31

24

Weapons

177

23

104

50

Other Objects

19

6

8

5

Faction Pets

15

0

8

7

Droid Pets

95

13

33

39

Creature Pets

143

5

70

66

Mounts

15

5

4

6

Vehicles

35

7

7

21

Factional Installations

69

3

33

33

Harvesters

40

2

20

18

Factories

38

2

19

17

Crafting Stations/Tools

19

0

6

13

Vendors

56

6

18

32

Houses/PA Halls/Cantinas/Theaters/Tents

83

8

33

42

Shuttleports/Starports/Garages

16

4

6

6

Parks/Gardens/Monuments

5

0

4

1

Player Cities

42

6

19

17

Creature/Droid Mobs

113

14

53

44

NPCs

128

33

43

50

AI

32

0

14

16

Spawning

52

10

18

24

Text

111

9

55

47

UI

216

32

105

79

Chat

21

4

7

10

Mail

12

3

6

3

Trading

13

3

4

6

Toolbar

2

1

1

0

Datapad

15

3

4

8

Maps/Radar/Waypoints

35

9

16

10

Travel/Movement

70

5

24

39

Bazaar

28

1

16

11

Bank

7

1

3

3

Theme Parks

16

3

4

9

Dungeons

40

17

7

16

Battlefields

11

0

5

6

World: Planets

62

27

17

17

World: NPC Cities

36

16

11

9

World: NPC Buildings

3

0

0

3

World: Objects

52

8

17

26

World: Points of Interest

4

2

0

2

World: Resources

29

5

13

11

World: Economy

16

1

8

7

World: Events

19

12

5

2

Tutorial/New Player Experience

14

1

6

7

Login/Logout/Loading

26

2

9

15

Technical: Visual

133

17

46

70

Technical: Sound

11

3

3

5

Client

49

4

17

28

Server

38

0

17

21

Gifts

6

5

0

1

Customer Service/Knowledge Base

19

9

5

5

Correspondent Issues

40

7

19

14



METHODOLOGICAL NOTES

1. These numbers were obtained by entering every officially documented change (as described in the Update Notes section of the Official SWG website) into an Excel spreadsheet, then going over every single item to categorize the type of change made and the game systems affected by that change. I then used Excel's calculation functions to count the number of changes made for each system, both as a raw number and as a percentage within that change class.

2. Changes were broken down into four "classes":
a. changes by type (new features, modifications to existing features, and bugfixes)
b. changes by player abilities (combat, crafting, entertaining, healing, etc.)
c. changes by game feature (travel, PvP, vendors, NPCs, vehicles, etc.)
d. changes by profession (Marksman, Architect, Ranger, etc.)

3. These numbers reflect only the changes that have been officially documented in the Update Notes section of the official SWG website. "Stealth" changes were not included (except as noted in Note 4).

4. In only a very few cases have I actually added a change that was not listed in the official Update Notes. One was the inclusion of the first swoop racing circuit (the Agrilat Fire Swamp circuit on Corellia), which I assigned to Publish 9.1 on July 19, 2004. The other two or three additions were clarifications of the changes made to support the new Force Sensitive system in Publish 10.

5. Not all numbers add up across the various breakdowns, or even with a particular breakdown type. There are three primary reasons for this:
a. Not every change that could be categorized as an Add, Modify, or Fix could also be categorized as to game feature or affected profession.
b. Although I did my best to be accurate and objecting in categorizing changes, there are without question some errors and subjective decisions, particularly with regard to which game features were affected by any given change.
c. Roundoff error may prevent some groupings from summing to exactly 100%.

6. Some changes were listed more than once in the official update notes. In cases where this duplication was obvious, I have removed one of the duplicate listings. In cases where there was any question of whether a second change listing was a duplicate, I have included both changes.

7. When deciding whether to categorize a particular change as a "bug fix," a modification to existing features, or a new feature, I've given the developers the benefit of the doubt. If they described the change using a word like "fixed," I categorized it as a Fix; if they used the word "added," I categorized it as an Add; if they used words like "adjusted" or "modified," I categorized it as a Mod. In all other cases, only when a change was clearly identifiable as a bugfix did I categorize it as such -- when there was any doubt, I categorized it as a Mod. Similarly, any change that added new functionality was categorized as an Add.

8. The "Love" statistic in the list of changes to professions is the one place where I'm being a little bit analytical -- basically it's just me having a bit of fun. What I'm trying to do here is show which professions have received the most valuable types of developer attention by giving different weightings to the three types of change. It's calculated as follows: Love = (Adds * 5) + (Mods * 2) + Fixes. Although I've ranked the professions by Love, you're free to use the raw Add/Mod/Fix numbers I've provided to generate your own weighted "Love" calculation.

9. Don't take these numbers as gospel. They are an honest attempt to fairly categorize the kinds of changes that have been made, but although I did my best to be objective, ultimately this is just my interpretation of how to categorize the changes made to SWG. So don't get hung up on specific numbers as absolutes -- try to look at the changes in relation to each other. For example, it's totally irrelevant that Faction Pets and Mounts both have 15 changes... but it's interesting that among the 241 changes to Creature/Droid Mobs and NPCs, only about one-eighth of those changes (32) concerned AI.

10. As of the most recent live patch (August 31, 2004), the total number of changes made was 1947. Given that there are 429 total days between the date of the first official patch (June 29, 2003) and the last patch, that's an average of nearly five changes PER DAY. (The average is even higher if you don't count weekends and holidays.) That's a fairly astonishing number of changes for any commercial product. We may fairly question whether so many changes are being made so rapidly that they're not all being tested properly. We may also reasonably question the focus and priorities of which particular changes are made rather than others. But given these numbers, it's clearly not fair to charge the developers with not doing enough to support and improve this game.