With all the latest patches & development, we have totally forgotten our Birthday party! So we will make an after-birthday birthday party on the 20th of April, the day we announced our server on the SWGEMU boards. We have been online a bit longer than that, but April 20 is a good date. So prepare yourself for a special Birthday Week.
After more than one year there has not been a single wipe, nor has there been a single hour rollback. All in all, there have been absolutely no issues and no big down times. We are one of the best (I would say THE best) server out there in stability, with no wipe and no rollbacks, and no downtime.
We have added, modified, and rewritten so many things in C++ and Scriptcode, and the stability and performance of our code speaks for itself
But the best thing about our server: Drama free! We have a super nice Community with lots of helpful players. We love you, Revelation Family ! Thanks for your Support.
Thanks also to the SWGEmu Team for their work and the cooperation.
We have had so many changes, patches and commits, there are too many to list here. If you want the full list you will find them here:
Patches Part 1: https://revelationonline.net/forums/viewtopic.php?f=5&t=763
Patches Part 2: https://revelationonline.net/forums/viewtopic.php?f=5&t=721
We and the community also have several Friday Features for you. You can get more information here:
Friday Features: https://revelationonline.net/forums/viewforum.php?f=150
Now after a year, we are at a great stage. Our goal was for us to be different than the other servers. So we decided to bring in new content, focus more on group play, bring The War back to the galaxy, balance all professions, and find the compromises between a stable economy and players who have a life beside the game.
We have new instanced and single dungeons. We have several fully automated world events running randomly. We have some new quests, traders & merchant’s locations (where crafters can sell goods) and some new locations where the Czerka Corporation has part ownership in the galaxy. We have NGE houses, armors, speeders, weapons, new crafting components, jewelry and our own new Bio Engineering possibilities. There are player Merchant Shops in the Coronet, Mos Eisley, Theed.
We have our own unique Jedi unlock system and new GCW Skills/Profession that you can develop after you have reached your 250 Skill points.
Our dungeons have traps, our own boss mechanics, some riddles and we are well on our way to more dynamic objects.
We have reworked Bestine, there are now 3 flip-able Faction HQs in the Town, Imperial and Rebel Spawn points, GCW Buffers (which trade Faction Points into Buffs), scripted PVP Events, Reinforcement Ship transports, GCW Skills, GCW Vendors with special Items ... for a complete update please look at our patch notes or FF (or visit us, ask and play)
Group play & Balance:
We love when people team up, but in a world where a (InsertUberProfesion) with good armor can solo everything, what is the reason for a group ? Why is a doctor only a buffing bot in a hospital?
Rifleman, Swordsman, Jedi ... and mind damage galore. But there are 3 Pools. The best way to bring something down is hitting the mind pool. That’s no good for the classes who don’t have the skills for that. Also, it’s not good to see that their CM/DOC/Medic is useless and only a Jedi is needed...
We didn’t like it that way so we changed it. For example, battle fatigue has an influence on accuracy, stimpacks heal an additional bit of Mind damage. So Doctors / CM /Medics are more useful now, and have additional skill mods and defense skills, the aggro table has been re-worked that the next big heal might send you to the cloner, the healing ranges are higher and the heal skills more effective.
Taunt is better and with some items you can play a any role, damage role or healer role.
TKM have lost a bit toughness and other classes got some love. Rangers and Smugglers can now use medium level pets. CH got a lot love, same as Carbineer, Ranger, Commando, Pikemen and .... (insert long list here)
When I looked back, I thought: “Oh within the next 6 month the balance will be perfect”, ... but we are now a year old and we are still unfinished. We make small changes and then test to see how it goes. We get feedback from our community and more importantly, play some classes to get a feel for the changes. So, we take our time, but I think we have made great progress and are on the right path.
People love the group play and the easy access for big groups on world events. You can still play solo, but most of our new content is for 3 player groups or more. So, make new friends and get back the feeling that you are not alone in this big sandbox.
Economy & Difficulty:
Our economy is stable, the market is running well, and new people can easily establish a new trading business. Most people have played SWG before. However, they do not look forward to the long grind all over again. We have family, we have friends, we have a life. So we added several different XP bonus multipliers. It’s a lot faster than the original version, but you need still to work for it. And you still feel you have accomplished something. It’s not hardcore but also, it’s not a giveaway...
We gave crafters high experience bonuses, because grinding out 29829191 useless items is no fun. Most crafters spend their time after grinding to collect harvesters, hunt resources, build up and decorate a shop, and build up a customer community. So they can grind fast and then start with the important work. Because becoming a successful crafter after the grind takes long enough.
We have raised the difficulty in the old dungeons and our new dungeons have several difficulty levels from easy to hard. Same as our World events... they hurt and your group will wipe if you don’t work together as a team. New content will follow that path and you have to work till you can complete a dungeon Equip yourself, learn the tactics and have a good fight.
All in All:
It took a while to become familiar with the code, even with over 20 years coding knowledge it was a challenge to fully understand it. But now we have our prototypes, own templates, own libraries, our own Helpers .... so adding new content like the next instanced Dungeon or making the next PVP Cities will be super easy. That’s with the exiting prototypes tested, stable and performance code behind us. From now on, we will use the same stable calls so new content in the way of our prototypes will be as stable as the current content, and keep us a rock solid, stable Server
Thank you Revelation Family for this good first Year. Let’s prepare our party and walk then into the next year