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Star Wars Galaxies Only to Allow One Character Per Account

frotty writes "The developers of Star Wars Galaxies recently announced that the game would only allow a single character per purchased account on any server. This has outraged some, and relieved others." Click on the link to see the reasoning behind this move.

7 of 350 comments (clear)

  1. It's one character per server, 10 to an account. by nhaines · · Score: 5, Informative

    Holocron very, very elegantly explained just why they're doing this. Read and find out.

    http://boards.station.sony.com/ubb/starwars/Foru m3 /HTML/088000.html

    After this article, I completely agreed.

  2. Re:I bet this policy will change.. by Kilbasar · · Score: 5, Informative

    The original post wasn't so clear about this. It's one character PER SERVER. There are 10 servers, so you can make 10 characters. Want to try out a totally different race, class, or whatever? Just make a new character on a different server. Don't like it? Use your other character on your other server. The only people this hurts are those who use mules, and I see that as a very good thing.

  3. Re:I bet this policy will change.. by sweetooth · · Score: 5, Informative

    No, I have no idea how many character branch possibilities there are. I'm saying any one individual can try 10 character branch possibilities at any one time. However each character resides on a differant server. With most MMORGS you can have multiple characters on one server. This allows players to swap items between thier characters etc. Many people feel this puts other players at a disadvantage. So some games are starting to limit the number of characters a player can have on a particular server.

    Of course you can get by this by simply purchasing an additional copy of the game and paying the monthly fees for two accounts.

  4. Re:Storage costs? by joechip · · Score: 5, Informative

    It is not just the costs of the raw disk space,
    but the enormous time and expense required to maintain/backup/restore a large database. Your 25 cents will not go very far.

    Also, the access times would increase with more data to churn through, causing complaints about lag. These raise their CS costs and also cause bad word of mouth on the boards.

    And, from my reading of the entire article (not just the bullet points), muling is a major reason for the change to SCS. Even more so than the storage costs.

    They are trying to attract mainstream folks who have never tried evercrack and want something more than Sims Online. This means not catering to the muling that the average person would find unfair.

  5. Why is everyone hung up on the storage issue by vaguelyamused · · Score: 4, Informative

    Reading the responses of most people I don't understand why most people are hung up on the storage issue. Maybe it will cost them lots of money, maybe it won't, at the same time we're ignoring the gameplay issues that I think are core to SOE's decision. The people who are screaming the loudest about this are the Everquest and other MMPORPG power players. They want SWG to be Everquest in the Star Wars universe. They want muling so they can store huge amount of accumulated loot. They want to be able to twink new characters with the latest and greatest stuff. In order to build a complex or powerful item in SWG requires multiple skills that a single person can't have. This makes sense. Most of us can't build a car from scratch, much less a VCR or telephone. I'm not talking about assembling them from pre-made parts, I'm talking about building every individual component themselves. By requiring users to depend on each other to get the things they want requires interaction between the players and discourages being an a-hole to everyone you meet. If you can have 10 characters per server than you won't need anybody you can build it all yourself, no interdependency, no socialization. I honestly believe that the reason that SOE is using one character per server is to improve gameplay and interaction. Having played several other MMPORPGs this is something that desperately needs improvement. Maybe it will work, maybe it won't, but I believe it's worth a try. For those who want to twink, mule and grief, keep your EQ accounts.

    --
    STOP ROCK VIDEO
  6. This is not about SCS Vs MCS by SWG-Tang · · Score: 5, Informative
    I am a SWG beta tester since beta 1 batch 4.
    Please read the post by Holocron on the reasons behind SCS when you can.
    1. http://boards.station.sony.com/ubb/starwars/Foru m3/HTML/088000.html

    SCS is critical to many aspects that are only unique to SWG and not other MMOs. This is not a SCS Vs MCS issue. But more of which will be best for SWG.
    I am sure alot of old school MMO gamers will be put off by it but here's my take anyway :)

    First of all, the customizability of SWG needs SCS. It's not only when you create your character but also after throught your SWG gamelife! The Image Designer Profession can alter your look, hairstyle, tatoos, cloths etc. There will be 3 layers of clothings. Your house and many other things can be customized and personalized. Your pets can also grow! Not just in its stats and skills but its size! There are many more other features of the game that can be customized. This customizability aspect of SWG is unseen in any other games. And it needs SCS to maintain a feasible server/CS cost.

    SCS ensures a player-driven economy will not get destroyed by excessive muling and self-sufficient players. And it secures the roles of the crafter professions in the economy. Trading at this scale will also foster a tighter community.

    SCS also means no more two-face cowards that play their main hero then logon their griefer char once in the while to just piss people off. With only one character per server, and such heavy emphasis on interdependency, every single actions you do in game counts. Griefer can still buy separate accounts, but he would have to pay to do that and that atleast covers the additional CS he caused.

    There are many more reasons and benefits SCS will bring to SWG. The only benefit MCS I can see so far is satisfying the old MMO gamers "habit". I canforesee SWG's SCS concept will only be the first in the 3rd generation MMOs. As MMO becomes bigger, more detail and more complex, they will need SCS.

    It all boils down to one question, do you want to play UO/AC/EQ-in-space, or do you want to play SWG? Those who gets put off by SCS and refuse to play SWG, I am sure a good portion of them will try out SWG when the others rave about it when its launched. Ya, I have that much faith in it. ;) I will stop here before I carelessly break my NDA :p

    P.S. In a nutshell SWG's SCS means, for each account you own, you can have 10 character but only 1 on each server.
    SCS - Single Character Servers
    MCS - Multiple Character Servers
    CS - Customer Support

    -Tang

  7. Re:Tell Me Again Why You Can't Have Multiple Accou by Viv · · Score: 4, Informative

    Er, they likely won't just be using straight up SCSI. Let's look at the TCO. I will say that I don't really "buy" the database argument, because my understanding is that the big guys tended to price by horsepower, not size, but I could be wrong.

    Lets assume the following, using what I think are probably conservative numbers --

    1. 2 million total accounts, one character each
    2. 10 server active 'sites'
    3. Each character uses approximately 5MB of space
    4. 60% change in data set between backups.
    5. Each 'galaxy' has overhead of some unknown amount, which I will not take into account in this TCO equation.

    Let's consider the storage costs:
    1. Each site will need approximately 1TB of data for characters; probably 2TB to be able to do flashcopy for backup purposes; assume 500GB for overhead. Note that they won't be able to use just a standard SCSI RAID, they'll need a real workhorse of a machine. Depending on how cheapie they're willing to go, they might get a mid-range FC Array like the IBM FASTtT700 or a real storage server like the ESS. Cost will run between $210k and $2 million. Per site. However, with the high load, they'll probably need something with oodles of cache, so I'd lean towards the ESS and call it $2 million per site.
    2. Disaster recovery. They'll probably use something like the 3590E or H for tape; they'll probably want to store 2 weeks of data with probably 60% change per day -- that works out to about 52.5TB of data. That'll need about 3 3494 frames at ~$100000 ea. That's $300k per site. Then drives -- each drive costs about $40k, and if each drive does about 75GB/hr average and you need to back up in 8 hrs, you need at least 3 drives, plus another 4 or so for tape maintenance -- $280k per site. Tape will cost about $10k extra, per site.
    3. Online backups -- this will essentially require you to duplicate the storage equipment once per site, so we end up doubling our hardware costs.

    Per site, we're looking at:
    $2 million for DASD
    $600 thousand for tape
    ----
    $2.6 million in storage alone.

    To do the online backups, which I find probable, double that number ($5.2 million); multiply by ten sites, and you get $52 million investment cost. Divide that by 2 million characters, and your approximate cost per character is $26 in storage, per character.

    Note that this doesn't even begin to take into account the recurring fees -- vendor support, which you can expect to be at least $10k per month per site, in-house technical support, which you can expect to run probably $20k per month per site, nor does it take into account ANY management software, any bandwidth to transfer to the online backup site, etc,.

    More than you thought, huh? Probably by a factor of thousands.

    Please write the following on a blackboard 100 times:

    ENTERPRISE HARDWARE IS SIGNIFIGANTLY MORE EXPENSIVE THAN THE COMMODITY INTEL COMPATIBLE HARDWARE I AM USED TO. IT IS ALSO EXPONENTIALLY MORE EXPENSIVE AS YOU SCALE.