Ah, I remeber the run to Wayfar from Anchorhead quest from the early days. All that running for what? 200 credits? Yeah really innovative there

.
The review pretty much hit the nail on the head there. Pretty much every review from the get go gave it a mediocre score and mentioned some of the same issues from the video. It won Coaster of the Year from Computer Gaming World magazine not once, but twice (2003 and 2006) and SWG Smugglers were listed in the "Top 20 Gaming Lows of 2004". I mean two such distinctive awards less than a year after launch should have been an indication right from the get go.
I mean for such a huge IP and a sure cash cow, SWG never really delivered. It seemed lost in trying to establish an identity an cater to a crowd it never had. Pikeman? Swordsman? Teri Kasi? Why were these the most powerful professions in game? For that matter why where they there to begin with? To draw in the EQ/fantasy crowd? Combat should have been centered on what the movies and the lore centered it on, guns...and the bigger the better. JTL should have been a huge leap forward for combat and in game battles. Instead of jumping in your xwing and zoooming off to fight the imperial hordes, instead find yourself out grinding tier 4's and 5's for that magic numbered ship part that you need. PVP turned into who can loop better and shoot first. Battles ended quickly yet took forever to set up.
One major issue that is it has lacked from day 1 is consequences. If I was Imperial and led a group of personnel into a pure Rebel town, taking it over, there was no reprocussion for the Rebel. They would either 1) Try and take over, then leave if failed or 2) Wait till we logged off then simply walked back in. there was no penalty for doing nothing as an Imperial or Rebel if either side was attacked. I was simply a different faction, nothing more nothing less.