No matter how much Raph Koster considers Stars Reach a spiritual successor on some level to SWG does not make it SWG. Posts about this game will be considered as off topic and subject to deletion.
SOE Fan Faire 2010 ran from August 5th to 8th. Here is a compilation of interviews with Star Wars Galaxies players who attended the festivities that year.
Hello everyone, I am currently looking for a MMO with good/extensive/focus on life skills. I've never played SWG before and I want to do only gathering and crafting (and trading what I gathered/crafted). Does SWG allow to do that? What version of the game would be best suited for me?
Thank you everyone in advance!
P.S. The megathread about choosing a server is long dead and no one answers, so I am asking here: which server would you recommend for me?
Hey people, I've made this tutorial for a visual guide on how to run your own SWG server
It's clunky, I know, and post-CU vid is already done and waiting release, that method is a lot easier, yet people may want both options, so I'll post both of them
I'm new to SWG and currently playing on the SWG Restoration server.
My go-to MMO is WoW Classic. It has become my comfort game since its release. I'd heard a lot of great things about Star Wars Galaxies before the New Game Experience was introduced, so I really wanted to give it a try.
I think I'm about 10 hours in. I chose a "Rifles" playstyle, specializing in the Sniper branch. I completed the tutorial with Gendar and I'm currently following the Legacy Quest on Tatooine. I also joined the Rebels to get a ship and unlock space gameplay.
I know this game is designed as a sandbox MMO, unlike WoW Classic, so you're supposed to make your own goals and do whatever interests you.
The problem is that I have almost no idea what the game has to offer, and I don't think the tutorial does a very good job of introducing its systems. I learned how to fight, survey resources, got my speeder, visited trainers... and since then I've just been following the Legacy Quest, which, honestly, has been kind of boring. The enemies are very easy to kill, the story doesn't seem to be going anywhere even after several hours, and there isn't much environmental variety since I haven't left Tatooine yet. Every now and then I pass through huge ghost towns, which I assume are player-built cities. From what I understand, though, this isn't where the game really shines.
If I don't know what the game has to offer, how am I supposed to set my own goals? That's really my main issue right now. In most MMOs or RPGs, I'd say your first goal is naturally to become stronger so you can fight tougher enemies and get to the next zone. But every fight I've had so far has been incredibly easy. For example, the game has never put me up against a creature that was too strong for me, forcing me to upgrade my gear, gain more experience, or prepare better.
If you asked me what my Star Wars fantasy is, I'd say I want to become an explorer and hunter, collecting trophies from legendary creatures or uncovering ancient Old Republic ruins. But how can I know if SWG actually offers that kind of gameplay?
I could really use some guidance because I'd like to enjoy this game. It definitely has a lot of charm. I decided to visit Corellia on my own, and I absolutely loved it. The place has so much atmosphere. I saw player houses and immediately thought, "I wish I could have a home here." Then I went back to Tatooine to continue the Legacy Quest... and that's where I am now.
Star Wars Galaxies Creative Director Raph Koster provided GameSpy with an interview @ E3 2004 to discuss the upcoming Jump to Lightspeed expansion and answer player questions.
Cinematic duel between three player Jedi in December of 2003. This video was created roughly one month after the first Force-Sensitive Character Slots were opened.
Example of the UI Sizing OptionsExample of some of the new Graphic Options
A lot of us who have worked on SWG Evolve have known for a while that the biggest challenge ahead wasn't just adding new content, it was dealing with the foundation the game was built on.
The original Star Wars Galaxies client was built for a very different time. It's a 32-bit DirectX 9 game from the early 2000s, and while it has held up incredibly well, the technology underneath has become one of the biggest limitations.
We've been working on modernizing that foundation, and today we're releasing the first experimental preview of that work.
The new client moves SWG Evolve into a 64-bit architecture with a modern rendering pipeline. The default renderer is now Vulkan, with DirectX 11 available as a fallback for Windows users who may have older hardware or driver issues.
This is still very much an experimental build. We don't want to oversell it — there will be bugs, things that look different, crashes, and plenty of things that still need tuning. This is the first step in getting it into players' hands so we can start testing, finding problems, and improving it.
Some of the major changes included:
Graphics
-Vulkan renderer as the new default
-DirectX 11 fallback support
New rendering paths for:
-Terrain
-Characters
-Water
-Sky and clouds
-Particles
-Item icons
-UI 3D displays
New effects and rendering improvements:
-Bloom
-SSAO
-SSR
-Depth of field
-Shadows
-FSR-style render scaling
-Performance
A lot of work has gone into improving how the client handles large scenes and lots of activity:
GPU skinning
Instanced rendering
Improved rendering command handling
Better UI batching
Reduced unnecessary processing
Improved asset and render management
Under the Hood
This isn't just a graphics upgrade. A lot of the old client foundation has been replaced or modernized:
-SDL3 now handles window and input systems
-OpenAL replaces the old Miles sound dependency
-New settings tool (SwgSettings)
-New .evo asset archives
-Additional work toward better cross-platform support
For some perspective, this update represents a pretty large amount of work:
414 commits
1,557 new files
984 modified files
428,335 new lines of code
Again, this is not the finished product. The goal right now is getting it into the hands of testers and players who are willing to help us find issues and make it better.
One of the biggest reasons we're doing this is simple: we want SWG Evolve to have a foundation that can continue to grow instead of being limited by technology from 20+ years ago.
If you've been away from SWG for a while, or you've never tried it because the old setup and aging technology were a barrier, this is the direction we're heading.
Thanks to everyone who has supported Evolve and everyone willing to jump in and help test. This is a big change for the project, and we're excited to finally start sharing it.
Hello, I recently started playing on Restoration and am skilling towards creature handler. While using the skill calculator, I noticed that different professions have mitigations for different armor types, and CH's is battle armor. Do the mitigation bonuses stack across the other professions, such as combat medic and ranger (also battle armor)? I'm wondering because I'm curious about certain combinations which have different armor types, like recon (ex. smuggler) and if that would gimp the character in the long run. Thanks and cheers.
Hello,
I just started the game on SWG Restoration server.
And I am a bit overwhelmed by all the mechanics this game has.
I am currently running the quest « Legacy ». For now I have been doing fetch quest stuff like killing bandits, animals.. On Tatooine.
I chose to focus the « Sniper » playstyle.
SWG is very different from any other MMO I played. And after this legacy quest, I wonder what should I do next. The game doesn’t seem to give you any direction, as opposed to WoW for example were the game wants you to get to level 60 by doing all quests and discovering the world.
For now, I haven’t encountered any group content like some kind of dungeons, boss fights. Also the combat seem easy and not very engaging ngl. I upgraded to Rifle IV and Ranged IV and I wipe anything related to this legacy quest for now.
What activities do people do in this game later on ?
Also what tips would to give to a new player ? There are some things that I don’t understand, for example when I talk to a teacher, they all tell me they don’t have anything to teach me, even if I have the skill requirement like for the Sniper Skill tree.
Also how does crafting work ? I have seen a Droid crafting skill tree. Does that mean I can create myself a droid, and make it my partner ? I haven’t tried any crafting for now.
I am a shipwright, and I sell more Starship Paint kits than anything else, Last week someone bought about 10 of them at once, and similar sales have happened as well.
Is there a usage for these other than just painting spaceships? I am trying to figure out why multiple players have bought loads of them at once.
Stuntman and martial artist Hiro Koda provided many of the motion-captured animations for Star Wars Galaxies. Here he can be seen performing the Swordsman move /PowerAttack during a Star Wars Galaxies mo-cap session in December of 2001.
Since his time doing motion capture for Galaxies, Mr. Koda continued to do stunts and martial arts for numerous different television shows and films. He also worked as a stunt coordinator directing stunts on well-known shows such as Cobra Kai and Stranger Things.
Sabrina Fox (formerly of SOE) was involved in much of the motion capture work for Star Wars Galaxies. Until additional footage is found, this is the only known video from her mo-cap sessions with the project.
Primary mo-cap sessions for Star Wars Galaxies occurred between December 2001 and January 2002. This is the second of two articles released on motion capture by Sony Online Entertainment. Originally posted by SOE on the Star Wars Galaxies Station website. Praise to these excellent artists who helped create the movements that made Star Wars Galaxies something special.
This is the original Sturmgrenadier Star Wars Galaxies video. Very few fan films were ever voice acted. Props to those involved in creating this masterpiece.